Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Traps are often designed with mechanisms that allow them to be disarmed or bypassed. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield. ![]() Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. ![]() For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.įoiling traps can be a little more complicated. You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. No trap’s design can anticipate every possible action that the characters might attempt. ![]() Use your common sense, drawing on the trap’s description to determine what happens. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. A magic trap’s description provides the DC for the ability check made when you use dispel magic. In addition, dispel magic has a chance of disabling most magic traps. The DCs are the same regardless of the check used. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.Īny character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.Ī trap’s description specifies the checks and DCs needed to detect it, disable it, or both. ![]() Usually, some element of a trap is visible to careful inspection. Some magic traps (such as the glyph of warding spell) have more complicated trigger conditions, including a password that prevents the trap from activating. Magic traps are often set to go off when a creature enters an area or touches an object. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.
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