

Magic device traps initiate spell effects when activated, just as wands, rods, rings, and other magic items do. Magic traps are further divided into spell traps and magic device traps. Other characters have no chance to disarm a magic trap with a Disable Device check. Magic traps may be disarmed by a character with the trapfinding class feature with a successful Disable Device skill check (DC 25 + spell level).Magic traps permit a saving throw in order to avoid the effect (DC 10 + spell level × 1.5).A successful Perception check (DC 25 + spell level) detects a magic trap before it goes off.Unless the spell or item description states otherwise, assume the following to be true. Magic: Many spells can be used to create dangerous traps. Beating this check by 5 or more also gives some indication of what the trap is designed to do. Success generally indicates that the creature has detected the mechanism that activates the trap, such as a pressure plate, odd gears attached to a door handle, and the like. The DC of this check depends on the trap itself.
#DND PITFALL TRAP PC#
A mechanical trap can be constructed by a PC through successful use of the Craft (traps) skill (see Designing a Trap and the Craft skill description).Ĭreatures that succeed on a Perception check detect a trap before it is triggered. Traps that attack with arrows, sweeping blades, and other types of weaponry make normal attack rolls, with specific attack bonuses dictated by the trap’s design. A trap typically is defined by its location and triggering conditions, how hard it is to spot before it goes off, how much damage it deals, and whether or not the characters receive a saving throw to mitigate its effects.

Mechanical: Dungeons are frequently equipped with deadly mechanical (nonmagical) traps. Miscellaneous (Gases, Mists, Dusts, and More).Traps that Summon Things or Add Unexpected Creatures.Traps on (or that come from) Chests or other Objects.Traps that Capture, Restrain, or Contain Targets.Traps that Drop Targets or that affect (or that come from) the Floor, Ground, or Stairs.Traps that Cast Spells at Targets or on Areas.Traps that Drop, Throw, Shoot, or Roll Things at Targets.
