Barbed Arrow Trap
A tripwire is stretched just 3 inches off the ground between a pair of trees. When it is pulled a rigged arrow fires from a concealed position.
Arrow. Ranged Weapon Attack: +10 to hit, one creature. Hit: 4 (1d8) piercing damage plus 2 (1d4) ongoing damage until the creature regains hit points or an action is spent making a Medicine check. A creature that takes 5 or more damage from the arrow halves its Speed until all of the damage is healed.
Trap. This trap can be detected by a passive Investigation of 14 to notice the tripwire taut among the blades of high grass. If the trap is not detected, it automatically triggers a critical failure.
A group Acrobatics check allows the adventurers to safely move around the tripwire. Alternatively, a thieves’ tools check disables the trap.
Critical Failure: The adventurer (roll to randomly determine which) is targeted by the arrow and the attack has advantage .
Failure: The adventurer (roll to randomly determine for multiple failed checks) is targeted by the arrow.
Success: The adventurers evade or dismantle the trap.
Critical Success: The party evades or dismantles the trap and acquires the barbed arrow. When fired from a bow and not a contraption that is fixed in place, attack rolls using the arrow have disadvantage .