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Returning 35 results for 'score traps'.
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Classes
Player’s Handbook
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
1d6
2
+2
Cunning Action
1d6
3
+2
Rogue Subclass, Steady Aim
2d6
4
+2
Ability Score Improvement
2d6
5
+3
Cunning Strike, Uncanny Dodge
3d6
6
+3
Expertise
3d6
Dungeon Delver
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue
. QUICK BUILD You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
made to detect the presence of secret doors. You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. Traveling at a fast pace doesn’t impose the normal -5 penalty on your passive Wisdom (Perception) score.
Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
made to detect the presence of secret doors. You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. Traveling at a fast pace doesn’t impose the normal -5 penalty on your passive Wisdom (Perception) score.
Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Detecting Haunted Traps Every haunted trap has an emanation, which might be as subtle as a drop in temperature or as overt as an object moving of its own accord. A haunted trap’s emanation occurs
before the trap takes effect. A character notices the emanation if their passive Wisdom (Perception) score equals or exceeds 10 + the trap’s Haunt Bonus. A character who notices the haunted trap has
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Detecting Haunted Traps Every haunted trap has an emanation, which might be as subtle as a drop in temperature or as overt as an object moving of its own accord. A haunted trap’s emanation occurs
before the trap takes effect. A character notices the emanation if their passive Wisdom (Perception) score equals or exceeds 10 + the trap’s Haunt Bonus. A character who notices the haunted trap has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
at their heads and ears.
Despite the ominous murals and the devil face carving, this hall is devoid of traps. Any character who searches the devil face finds a lizard hiding in the carving’s
shallow mouth cavity. The recipient of an awaken spell cast by a Chultan druid, the lizard has an Intelligence score of 10 and speaks Druidic. The Company of the Yellow Banner captured it in Omu and brought
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Almiraj Any character with a passive Wisdom (Perception) score of 12 or higher spots 1d6 almiraj (see appendix D) 60 feet away. The almiraj run from any creature that they can see within 30 feet of
them. Any character who successfully traps an almiraj can use an action to make a DC 14 Wisdom (Animal Handling) check. If the check succeeds, the almiraj becomes calm and doesn’t attack the character or run away unless it feels threatened or is harmed.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
at their heads and ears.
Despite the ominous murals and the devil face carving, this hall is devoid of traps. Any character who searches the devil face finds a lizard hiding in the carving’s
shallow mouth cavity. The recipient of an awaken spell cast by a Chultan druid, the lizard has an Intelligence score of 10 and speaks Druidic. The Company of the Yellow Banner captured it in Omu and brought
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Almiraj Any character with a passive Wisdom (Perception) score of 12 or higher spots 1d6 almiraj (see appendix D) 60 feet away. The almiraj run from any creature that they can see within 30 feet of
them. Any character who successfully traps an almiraj can use an action to make a DC 14 Wisdom (Animal Handling) check. If the check succeeds, the almiraj becomes calm and doesn’t attack the character or run away unless it feels threatened or is harmed.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Variant Half-Elf: Mark of Detection If your half-elf character has the Mark of Detection, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the
Player’s Handbook. Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1. Deductive Intuition. When you make an Intelligence (Investigation) or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Variant Half-Elf: Mark of Detection If your half-elf character has the Mark of Detection, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the
Player’s Handbook. Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1. Deductive Intuition. When you make an Intelligence (Investigation) or
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Detection Traits If your half-elf character has the Mark of Detection, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the Player’s Handbook
. Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1. Deductive Intuition. When you make an Intelligence (Investigation) or a Wisdom
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Detection Traits If your half-elf character has the Mark of Detection, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the Player’s Handbook
. Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1. Deductive Intuition. When you make an Intelligence (Investigation) or a Wisdom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Traps in Play 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. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Traps in Play 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. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Traps in Play 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. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Traps The Obstacle Course is replete with mechanical and magical traps. Two recurring types are described below. Covered Pits Melairkyn dwarves built these pits, and Halaster keeps them in working
order. A 10-foot-square slab of 2-inch-thick stone covers each pit. Each cover is carved to resemble the floor surrounding the pit. A character who has a passive Wisdom (Perception) score of 17 or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Traps The Obstacle Course is replete with mechanical and magical traps. Two recurring types are described below. Covered Pits Melairkyn dwarves built these pits, and Halaster keeps them in working
order. A 10-foot-square slab of 2-inch-thick stone covers each pit. Each cover is carved to resemble the floor surrounding the pit. A character who has a passive Wisdom (Perception) score of 17 or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
goblins have set two traps to thwart pursuers. Snare. About 10 minutes after heading down the trail, a party on the path encounters a hidden snare. If the characters are searching for traps, the
character in the lead spots the trap automatically if his or her passive Wisdom (Perception) score is 12 or higher. Otherwise, the character must succeed on a DC 12 Wisdom (Perception) check to notice the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Traps in Play 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. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
goblins have set two traps to thwart pursuers. Snare. About 10 minutes after heading down the trail, a party on the path encounters a hidden snare. If the characters are searching for traps, the
character in the lead spots the trap automatically if his or her passive Wisdom (Perception) score is 12 or higher. Otherwise, the character must succeed on a DC 12 Wisdom (Perception) check to notice the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
’ corruption begins to take hold, the plants have become living traps. Read or paraphrase the following to set the scene: Your path through the woods descends along a ridgeline, with the trees crowding together
characters’ progress. If the check is 14 or higher, or if any character with a passive Wisdom (Perception) score of 14 studies the fey after they’ve been spotted, the fey appear mean and grubby. The fey run off if they are noticed, shouting with barely disguised menace to “enjoy our sunny woods.”
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
’ corruption begins to take hold, the plants have become living traps. Read or paraphrase the following to set the scene: Your path through the woods descends along a ridgeline, with the trees crowding together
characters’ progress. If the check is 14 or higher, or if any character with a passive Wisdom (Perception) score of 14 studies the fey after they’ve been spotted, the fey appear mean and grubby. The fey run off if they are noticed, shouting with barely disguised menace to “enjoy our sunny woods.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from them by Xanathar’s gazer spies, in which case they catch up with the gazers in the alley before the creatures can descend into the sewers. Bear Traps Choose five squares on the map. These
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from them by Xanathar’s gazer spies, in which case they catch up with the gazers in the alley before the creatures can descend into the sewers. Bear Traps Choose five squares on the map. These
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
level. Characters who have a passive Wisdom (Perception) score of 14 or higher notice gaps in the ceiling, suggesting the presence of two hanging blocks of stone. Characters who search for traps and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Traps” earlier in this chapter). Any creature in the room with a passive Perception score of 12 or higher notices rusty gardening tools levitating from the tables and floors. Those who notice can
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Traps” earlier in this chapter). Any creature in the room with a passive Perception score of 12 or higher notices rusty gardening tools levitating from the tables and floors. Those who notice can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
level. Characters who have a passive Wisdom (Perception) score of 14 or higher notice gaps in the ceiling, suggesting the presence of two hanging blocks of stone. Characters who search for traps and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
above, but it’s also dangerous. A character who has a passive Wisdom (Perception) score of 15 or higher notices a steel tripwire fastened between boulders about two inches from the ground. A
character who is looking for traps instead finds the tripwire with a successful DC 10 Wisdom (Perception) check. If the tripwire is sprung, it tumbles one boulder along with a rush of smaller stones and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
above, but it’s also dangerous. A character who has a passive Wisdom (Perception) score of 15 or higher notices a steel tripwire fastened between boulders about two inches from the ground. A
character who is looking for traps instead finds the tripwire with a successful DC 10 Wisdom (Perception) check. If the tripwire is sprung, it tumbles one boulder along with a rush of smaller stones and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ assault. The tunnels are well made, with smooth walls, floors, and 10-foot ceilings. The Winding Way contains an abundance of traps and guardians meant to protect the abbey’s treasure. Traps in the
Winding Way are denoted by letters on the map. Each type is described below. A. Trip Wire A wire stretches across the floor at ankle height. A character who has a passive Perception score of 16 or higher
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ assault. The tunnels are well made, with smooth walls, floors, and 10-foot ceilings. The Winding Way contains an abundance of traps and guardians meant to protect the abbey’s treasure. Traps in the
Winding Way are denoted by letters on the map. Each type is described below. A. Trip Wire A wire stretches across the floor at ankle height. A character who has a passive Perception score of 16 or higher