Hidden Pit

TrapXDMGp. 1022024SRD

This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter.

A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall.

Detect and Disarm

As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic.

Escape

A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth walls. (You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.)

At Higher Levels

You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.

LevelsPit DepthBludgeoning Damage
5โ€“1030 feet10 (3d6)
11โ€“1660 feet21 (6d6)
17โ€“20120 feet42 (12d6)
Raw data
{
  "name": "Hidden Pit",
  "page": 102,
  "srd52": true,
  "__prop": "trap",
  "rating": [
    {
      "tier": 1,
      "threat": "nuisance"
    }
  ],
  "source": "XDMG",
  "entries": [
    "This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter.",
    "A creature that falls into the pit takes 3 ({@damage 1d6}) Bludgeoning damage from the fall.",
    {
      "name": "Detect and Disarm",
      "type": "entries",
      "entries": [
        "As a {@action Study|XPHB} action, a creature can examine the section of floor that forms the pit's lid and make a {@dc 15} Intelligence ({@skill Investigation|XPHB}) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using {@spell Arcane Lock|XPHB} or similar magic."
      ]
    },
    {
      "name": "Escape",
      "type": "entries",
      "entries": [
        "A creature needs a Climb Speed, climbing gear, or magic such as {@spell Spider Climb|XPHB} to scale the pit's smooth walls. (You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.)"
      ]
    },
    {
      "name": "At Higher Levels",
      "type": "entries",
      "entries": [
        "You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.",
        {
          "rows": [
            [
              "5โ€“10",
              "30 feet",
              "10 ({@damage 3d6})"
            ],
            [
              "11โ€“16",
              "60 feet",
              "21 ({@damage 6d6})"
            ],
            [
              "17โ€“20",
              "120 feet",
              "42 ({@damage 12d6})"
            ]
          ],
          "type": "table",
          "colLabels": [
            "Levels",
            "Pit Depth",
            "Bludgeoning Damage"
          ],
          "colStyles": [
            "col-2 text-center",
            "col-5 text-center",
            "col-5 text-center"
          ]
        }
      ]
    }
  ],
  "trigger": [
    "A creature moves onto the pit's lid"
  ],
  "duration": [
    {
      "type": "instant"
    }
  ],
  "trapHazType": "TRP"
}