For reference, RAW a vial of poison costs 100 GP, only affects 3 pieces of ammunition, will only remain effective up to a minute after application, and allows a save. I think that the price of poison is a bit much for the effect it gives. Your enchantment prices/time frame seems reasonable enough to me. Deeper Pit Trap; Fusillade of Darts; Poison Dart Trap; Poison Needle Trap; Portcullis Trap; Razor-Wire across Hallway; Rolling Rock Trap; Scything Blade Trap; Spear Trap; Swinging Block Trap; Wall Blade Trap; CR 2 Traps. Box of Brown Mold; Bricks from Ceiling; Burning Hands Trap; Camouflaged Pit Trap; Inflict Light Wounds Trap; Javelin Trap. Sep 28, 2015 This trap looks like it should be in the deadly category, and there is a sample trap called Poison Needle on page 123 of the DMG. So with a Trap Danger of Dangerous for 1st level characters, that gives it a DC save 15 and damage of 2d10. But this was a save versus poison, so I would set the damage and poisoned condition on a failed Constitution. Deeper Pit Trap; Fusillade of Darts; Poison Dart Trap; Poison Needle Trap; Portcullis Trap; Razor-Wire across Hallway; Rolling Rock Trap; Scything Blade Trap; Spear Trap; Swinging Block Trap; Wall Blade Trap; CR 2 Traps. Box of Brown Mold; Bricks from Ceiling; Burning Hands Trap; Camouflaged Pit Trap; Inflict Light Wounds Trap; Javelin Trap. May 31, 2018 A poisoned needle is hidden within a treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock.
Poison Needle Mechanical trap A Poisoned needle is hidden within a Treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock.
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Mechanical trap
A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
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