Trap: Leyline Binding

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Trap: Leyline Binding

Average Party Level: 5th–8th


A leyline binding trap can be placed on any 10-foot-radius patch of natural earth or vegetation, but is most powerful within supernatural regions or in an area where multiple leylines converge.

Any creature that steps into the area must succeed on a DC 16 Dexterity saving throw. On a failure, a creature takes 2d8 force damage (or 4d8 if the trap is placed in a more powerful area) and is restrained for 10 minutes. While restrained, a creature must succeed on a Charisma saving throw (DC 15) at the end of each of its turns or be subjected to planar distortion until the start of its next turn. While distorted, the creature is blinded and deafened to its surroundings on its current plane of existence but sees and hears visions and noises from nearby planes. On a success, a creature takes half as much damage and isn't restrained.

A restrained creature that is not distorted can use its action to repeat its Dexterity saving throw, escaping on a success. Once a creature succeeds on its Dexterity saving throw, it is immune to the trap for 24 hours.

Trap Mechanics

A Leyline Binding Trap is a magical trap that can be perceived by spells such as detect magic and appears as magic from the School of Transmutation. It can also be perceived by a creature that passes a DC 16 Intelligence (Nature) or Intelligence (Arcana) check within 30 feet of it that can see it.

It can be placed by any Fey, Humanoid (Druid), or Plants with Intelligence and Wisdom scores of 13 or higher, or any other creature with a connection to Nature at the GM's discretion. It takes 1 hour to place. Once placed, a Leyline Binding trap lasts until it is dispelled, triggered by 6 creatures, or countered by disturbing the ground where it has been placed such that it is no longer traversable.

Common Users and Uses

The following creatures might use a Leyline Binding trap for the associated reasons.

Creature Usage
Dryad To protect its home tree or to keep creatures that it has charmed bound to its forest longer.
Green Hag To capture creatures that linger too close to a coven's ritual sight or to would be good to experiment upon.
Sprite To prevent wayward adventures from wandering too close to a dangerous planar portal or leyline crossing.
Primordial ChimeraONE To bind mortals to a place that is easy for the chimera to observe so that it may learn the ways and wants of the current generation of adventurers, especially druids.

Creatures marked with ONE can be found in Orana's Notable Encounters.

This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

Art Credit: Cristi Balanescu, WotC