Category: Spells

New spells for D&D 5.5e

  • Blink Traps

    Level 4 Conjuration

    Casting Time: Action
    Range: 90 feet
    Components: V, S, M (a tiny toy bear trap)
    Duration: Concentration, up to 1 minute

    You trap a 30-foot square area on the ground within range. The area is filled with traps of all kinds, such as rolling boulders, snapping metallic jaws, poison darts flying about, spurts of flame, zaps of lightning, and more. The traps all flicker in and out of existence in unpredictable locations. The area is Difficult Terrain, and creatures within it have Disadvantage on all Wisdom (Perception) checks due to the terrifying images and cacophonous din.

    Traps are not triggered by stationary creatures. However, any creature that moves within the area on a turn triggers a trap. A target can trigger no more than one trap per turn. When a trap is triggered, roll a d20 on the Blink Traps table and apply the result. Attack rolls are made using your spell attack bonus and deal 4d10 damage of the type indicated on a hit. Saving throws use your spellcasting DC and deal 4d10 damage of the type indicated, or half damage on a successful save.

    Blink Traps Table

    d20DamageEffect
    1Two traps! Roll twice more, ignore & reroll 1s / 20s
    2–3ThunderConstitution Save
    4–5ColdConstitution Save
    6–7AcidDexterity Save
    8–9LightningDexterity Save
    10–11FireDexterity Save
    12–13BludgeoningAttack Roll
    14–15PiercingAttack Roll
    16–17SlashingAttack Roll
    18–19PoisonAttack Roll
    20No trap! What amazing luck.

    Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.


    This spell is said to have been designed by Ethon, a wild mage who stereotypically loved chaos magic. Arcanists theorize the traps are brought to the area from all around the world, explaining why trapsmiths find traps randomly needing reset without any sign of how they were triggered.