In 168澳洲幸运5开奖网:Dungeons and Dragons, there is no device more dastardly than the trap. Countless adventures have met their ends to these mechanical hazards. The crypts, ancient ruins, and abandoned towers that heroes brave are often home to more than a few. As a result, the knowledge that allows ꦍone to face these traps and emerge on the other side still breathing is invaluable.
The following list consists of ten commonly encountered traps, how they work, and what to do when you see them. There's nothing more anticlimactic than when a brave, young soul meets his doom by a hidden hol🦩e in the floor. Using this advice, hopefully you can avoid such an untimely demise.
10 Collapsing Roof 🍸
The collapsing roof is, like many traps, simple but effective. The tr♓igger is usually a trip wire placed a couple of feet above the ground between false support beams. Any area that is home to a collapsing roof will likely have noticeable earmarks. Firstly, an inspection of the room's support beams ought to reveal that they are merely wedged in place.♍ Second, the roof of the building is going to look unstable and in need of repair. The best advice to avoid a collapsing roof is this: be careful what you're walking under and never forget to look up.
9 🀅 🧜 Falling Net
The falling net is another trip wire-based trap. However, more clever iterations of the trap may e😼xist without the tripwire entirely. Instead, using a pressure plate as its trigger. Furthermore, the trap can be reversed into an ascending net. In this case, the net picks up its foolhardy target and hoists them into the air. Whether you're trapped underneath a net or held aloft by it, nets are weak to sharp steel.
Don't𒊎 bother trying to push the net off when a deft cut makes the job much easier. Deviant dungeon masters will do you one worse by coating the net in steel or some other hard to slash substance. In these cases, teleportation magic liꦺke misty step is best. Otherwise, we hope your character hasn't been skipping out on the gym.
8 Fire-Breathing🤡 Statue 🃏
The fire-breathing statue is one of many traps underneath the umbrella of magical traps created by the 3rd level abjuration spell glyph of warding. While some magical traps have physical triggers, such as pressure plates, others only require that an object be touched, opened, or even approached. Due to their hard to discern triggers, magical traps can often be the most 168澳洲幸运5开奖网:dangerous of all. Despite their cleverness, though, all magical traps can be revealed through the use of the 1st level spell detect magic. Furthermore, they can often be easily dealt with if a character knows the 3rd level spell dispel mag🥀ic.
7 Pit
Pit traps are among the most common traps of any present in 168澳洲幸运5开奖网:Dungeons and Dragons. Despite their frequent appearance, or perhaps because of it, there is a wide variety of different ways a pit trap can be modified. It might have spikes, a pool of acid or lava, or even a gas chamber at the bottom. The top of the trap might lock back into place, trapping you inside of an underground box. Regardless of the specif📖ic kind of pit trap, the best way to deal with them is through early detection. Poking around on the ground in front of you with a 10-foot pole is the simplest solution. It may be tedious for your character to always be performing this action, but you're better safe than sorry.
6 ✅ Poison Darts
This classic ♐trap is right out of the annals of Indiana Jones. A pressure plate hidden on the floor triggers darts to fly from holes on the nearby walls, striking whoever trigge📖red them dead. It's not the darts themselves that you need to worry about, but the poison coating them. That in mind, means of poison resistance are your best bet. Poison is the most easily resisted damage type in the game and there are many ways to reduce the damage.
The 2nd level spell protection from ♛poison, the yuan-ti race, and the tiefling feat infernal constitution are just a couple of examples. Once the pressure plates have been discovered by your leading poison resistant character, t𝕴hey can easily be disabled by wedging a spike underneath them.
5 𒐪 Poisಌon Needle
The poison needle is a trap that catches characters prone to knee jerk reactions when it comes to finding treasure. These n🌳eedles will most commonly be found inside of the lock holding shut a treasure chest. Thankfully, poison needles are very easy to avoid 🐎if you have the wherewithal to make an investigation check on locks before attempting to open them. A successful check reveals the presence of the needle. You can then attempt to disable the trap by making a thieve's tools check. Again, poison resistance comes in handy here as if you fail to disable the trap, it will spring.
4 Scything Blades 𓆏
Scything blades fall from n♈iches near the ceiling of a corridor, shredding any flesh unfortunate enough to stand in their wake. The niches that the blades emerge from are often obscured by cobwebs or darkness. To put it simply, beware of cobwebs and high ceilings. Light up the darkened ceilings of a room or passage and burn away any cobwebs using a torch or the cantriꦡp firebolt before moving ahead. As long as you illuminate the ceiling and discover the blade trap beforehand, it's possible to wedge spikes into the trap's crevices assuming you have some way to scale the wall and reach them.
3 Gas Room
The gas room is a trap quite capable of killing a character, or group of characters, single-handedly. However, in order to function properly, a gas trap must be issued within a confined space. This space could be as small as the bottom of a pit trap or as large as a castle dining room. Either way, there has to be some way you entered the confཧined space in the first place. If you're ever in a position that seems cramped, stay near the entrance so that you can make a hasty exit if the walls suddenly shift to close you in. Beyond that, a spell like the 4th level dimension door or 3rd level blink is a lifesaver in gas room situations as they allow you to exit the area.
2 ܫ 🅠Rolling Sphere
The rolling sphere is perhaps t🍸he most cinematic trap on this list, in part because it rolls its own initiative. Once you've performed the action that unleashes a rolling sphere's mayhem, there's not much else you can do other than run. Any attempt to stop the sphere with sheer strength only reduces its speed slightly as it rolls right over you. These boulders move at a speed of 60 feet per round, so for most characters simply dashing away might prevent the rock from reaching you.
Spells that enhance your movement speed or allow you to teleport short distances will also help you escape. Lastly, a rolling sphere stops whenever it runs into a wall or barrier, but most dungeon dwellers that employ them use gently curved walls to keep the trap going. Be on the lookout for such alterations to the dungeon's construction and you'll kn❀ow a boulder trap is hidden somewhere nearby.
1 Sphere of An♔nihilation
The sphere of annihilation is incredibly uncommon as it is a 168澳洲幸运5开奖网:magic item of legendary renown. However, a high-level foe such as a lich, dragon, or archmage may have one in their possession. If this is the case, there's almost no doubt that they've employed it as trap. Anything that passes through the 2-foot black ball of all-consuming darkness is instantly obliterated. No saves, no death saving throws, just immediate annihilation. Thankfully, simply touching the sphere only deals 4d😼10 force damage. Suffice to say, don't go crawling into any magically darkened crevices. Especially wicked villains will enchant whatever holds the sphere to beckon their enemies into entering the sphere's space. In such cases, the 3rd level spell dispel magic can be the difference bet⭕ween life and death.