Conjure Trap

2nd-level Conjuration
Casting Time: 1 action
Range: Touch
Components: VS
Duration: Instantaneous

You touch the ground and conjure a magical trap with a floating red or blue crystal in the middle. Once placed, the trap remains until you use an action to dismiss it, you cast this spell again, or it activates when a hostile creature comes within 10 feet of the trap. The caster may attempt to hide the trap by making a Wisdom (Survival) check, which usually takes about 5 minutes of effort. Choose one of the four following effects of the forms.
Explosive. Once triggered, the trap explodes with violent force. Creatures within 20 feet must make a Dexterity save or take 4d8 points of fire damage, or half as much damage on a successful one.
Freezing. The creature who triggered the trap must succeed on a Constitution save or take 3d8 cold damage, or half as much damage on a successful one. A creature who fails this save is frozen for 1 minute or until it takes damage.
Frost. Once triggered, the trap covers the ground within a 30-foot radius with slick frost. Those walking faster than half their speed through the area must succeed a Dexterity saving throw or be knocked prone, taking 1d8 bludgeoning damage from the fall. Targets that have used the Dash action have disadvantage on their roll. The frost lasts for 5 minutes.
Immolation. The trap launches molten slag at the creature who triggered it. That creature must make a Constitution saving throw or take 5d8 fire damage and be set on fire, or half as much damage on a success. A creature that fails this saving throw also begins burning.
At Higher Levels. When you cast this spell at 3rd level or higher, the damage of all of these effects increases by 1d8 for each spell level above 2nd.

Source: Homebrew