Item Cost Weight
Bear Trap 20 caps 15 lb.
Caltrops 10 caps 2 lb.
Caltrops, Poisoned 30 caps 2 lb.

Trap Special Properties

The special rules associated with various traps are listed below.

Bear Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

The DC to spot a bear trap depends on how well it has been concealed.

Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.

The DC to spot caltrops depends on how well they has been concealed.

Poisoned Caltrops. As caltrops (above), except that a creature that fails its saving throw takes 1d4 poisoning damage, and takes the same amount at the beginning of each of its subsequent turns. At the end of the creature’s turn it may make a DC 12 Constitution saving throw to end the effect of the poison.

The DC to spot caltrops depends on how well they has been concealed.

Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.