TEXT: Poison Vent  
                                                                                   
  Simple Mechanical Trap 
  A metal box in the wall filled with a poisonous liquid which 
  turns into a gas when exposed to air. It is closed off with a 
  metal cover which is attached to a wire. This trap is most 
  effective in narrow hallways and corridors. 
   
  Trap Info 
  Detail
  Description
  Trigger
  Tripwire
  Area
  10ft. sphere
  Duration 1 minute
  Save
  Constitution (DC 14)
  Effects
  3d4 Poison damage, Poisoned  
  (half damage on save)
  DetaileD information 
  Trigger. A tripwire attached to another object or anchor.  
  When it is disturbed it pulls the cover from the vent. The 
  poison gas then spreads out in a 10ft. sphere. Every round 
  the vent is open it disperses poison gas in this 10ft. sphere.
  Effects. This poison irritates the skin, eyes and lungs.  
  The first time a creature comes into contact with the poison 
  cloud and every time they start their turn in the poison 
  cloud, they have to make a Constitution saving throw  
  (DC 14). On a failed save they take 3d4 Poison damage and 
  are considered Poisoned for the next 10 minutes.  
  On a successful save they take half damage.  
  You use a blade to carefully cut the tripwire without 
  putting any tension on it. The rope slacks and the metal 
  cover it is attached to in the wall stays closed. 
  sPotting anD Disarming
  A creature may spot the vent(s) in the walls or the tripwire 
  running across the area. When inspecting the trap they may 
  be see how a little bit of tension would open the vent. They 
  may also be able to discern the harmful contents of the 
  metal box because the metal is corroded. Use the following 
  phases and ability checks to determine successes or failures. 
   
  DIsarm Info 
  Phase
  Ability Check
  Detection
  Perception (DC 14)
  Analysis
  Investigation (DC 10)
  Solution
  Sleight of Hand (DC 8)
  A successful Analysis lowers the Solution DC by 2
  Solution (Sleight of Hand). read the following text when 
  a character successfully disarms the trap using a Sleight of 
  Hand check. 
  other Countermeasures
  When the poison vent has been opened it may be 
  counteracted  in the following ways. You can use the 
  Analysis DC to determine if a creature can discern this 
  information. 
  Intelligence. Neutralizing the poison that is still 
  evaporating from the vents with a neutral liquid compound 
  such as water. The poison cloud lasts for 1 round after the 
  poison in the vent has been neutralized.
  Wisdom. Covering the vent or pushing the cover shut 
  manually. The cover falls open again when released. The 
  poison cloud last for 1 round after the poison vent has been 
  covered. If it opens again it lasts for an amount of rounds 
  equal to 10 - the amount of rounds it has already been 
  active.
  Nature. Dispersing the cloud using wind or air. The poison 
  cloud needs to be dispersed continiously for a minute for 
  the trap to fully run out of gas. 
  Bonus Action
  Traps
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Bonus Action/Trap - Poison Vent.pdf