Basically... anything with a DEX saving throw that isn't invisible. Rocks come tumbling toward you? Danger Sense. Wizard casts Fireball? Danger Sense. Dragon's breath? Danger Sense. Dragon's Breath from an invisible Dragon? ...actually, I'm not sure. Even if the dragon itself is invisible, does that make their breath weapon invisible as well? And I'm thinking with Greater Invisibility, where it doesn't just become visible while attacking.
Almost every DEX saving throw I can think of has a visible element. Mostly because DEX saving throws are usually called for against physical forces... whether it's material objects falling, or a force of energy like lightning or fire. Stuff that doesn't necessarily produce visual effects (like Thunder or psychic damage) usually doesn't call for a DEX save in the first place.
I think it really falls down to the "you can see" component and how strict or lenient your DM wants to be in a given circumstance.
For example, let's say you enter a room first but fail to notice a tripwire which releases a spiked ball on chain to swing down from the ceiling towards your back. In 5th edition it technically doesn't matter that something is behind you, as the facing rules are an optional part of the optional miniatures combat rules, so unless you're fully blinded or obstructed somehow you can pretty much always see in a 360º arc around yourself.
Narratively that's not terribly satisfying of course, so your DM might rule the trap itself is behind you therefore you can't see it, but maybe you subconsciously saw the tripwire, or spot a shadow moving on a wall? That's up to them as well.
Personally I usually allow Danger Sense in nearly every circumstance because I see it like spiderman's "spider sense", it's an uncanny knack for knowing when you're in danger; mechanically it's also really just an alternative to proficiency in Dexterity saving throws, and most Barbarian builds don't have a tonne of Dexterity anyway (many usually aim for +2 and no more, preferring to maximise Strength and Constitution) so advantage on the save isn't usually overpowered anyway.
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What type of effects would qualify that trigger Danger Sense?
Effects may come from spells, traps,, hasards, magic items, feats, features basically pretty much anything involding a Dexterity saving throw that you will find in a game element.
I don't think I've ever encountered a trap that doesn't allow a saving throw. And Dex saving throws are physical reflexes -- you have to be aware in some way, otherwise it makes no sense for you to be able to dodge it, which is what you're usually doing with a Dex save.
So, basically it should work against 99% of Dex traps. Some traps use other saves, like poison gas for instance, but anyway.
Danger Sense is great. It's not so powerful that DMs need to go nerfing it, but it's definitely nice to have.
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Basically... anything with a DEX saving throw that isn't invisible. Rocks come tumbling toward you? Danger Sense. Wizard casts Fireball? Danger Sense. Dragon's breath? Danger Sense. Dragon's Breath from an invisible Dragon? ...actually, I'm not sure. Even if the dragon itself is invisible, does that make their breath weapon invisible as well? And I'm thinking with Greater Invisibility, where it doesn't just become visible while attacking.
Almost every DEX saving throw I can think of has a visible element. Mostly because DEX saving throws are usually called for against physical forces... whether it's material objects falling, or a force of energy like lightning or fire. Stuff that doesn't necessarily produce visual effects (like Thunder or psychic damage) usually doesn't call for a DEX save in the first place.
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I think it really falls down to the "you can see" component and how strict or lenient your DM wants to be in a given circumstance.
For example, let's say you enter a room first but fail to notice a tripwire which releases a spiked ball on chain to swing down from the ceiling towards your back. In 5th edition it technically doesn't matter that something is behind you, as the facing rules are an optional part of the optional miniatures combat rules, so unless you're fully blinded or obstructed somehow you can pretty much always see in a 360º arc around yourself.
Narratively that's not terribly satisfying of course, so your DM might rule the trap itself is behind you therefore you can't see it, but maybe you subconsciously saw the tripwire, or spot a shadow moving on a wall? That's up to them as well.
Personally I usually allow Danger Sense in nearly every circumstance because I see it like spiderman's "spider sense", it's an uncanny knack for knowing when you're in danger; mechanically it's also really just an alternative to proficiency in Dexterity saving throws, and most Barbarian builds don't have a tonne of Dexterity anyway (many usually aim for +2 and no more, preferring to maximise Strength and Constitution) so advantage on the save isn't usually overpowered anyway.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Effects may come from spells, traps,, hasards, magic items, feats, features basically pretty much anything involding a Dexterity saving throw that you will find in a game element.
I don't think I've ever encountered a trap that doesn't allow a saving throw. And Dex saving throws are physical reflexes -- you have to be aware in some way, otherwise it makes no sense for you to be able to dodge it, which is what you're usually doing with a Dex save.
So, basically it should work against 99% of Dex traps. Some traps use other saves, like poison gas for instance, but anyway.
Danger Sense is great. It's not so powerful that DMs need to go nerfing it, but it's definitely nice to have.