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Dawnbreaker

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A Dawnbreaker device in the Secret Chamber

A Dawnbreaker is a unique type of Trap which might be encountered in the Crèche Y'llek in Act One and also in some locations of Act Two of the game.

Involvement[edit | edit source]

A Dawnbreaker is an elaborate-looking defensive mechanism standing in the plain sight in the beginning of the Secret Chamber, that can be entered only from the Inquisitor's Chamber of the Crèche Y'llek. There are two Dawnbreakers planted separately in the neighboring parts of the passage, divided by energy barriers.

Upon walking past the Dawnbreaker, Turn-based mode is started automatically with the trap (like any other part of environment) always having minimal initiative, which gives the party a chance to disarm it.

On activation, the Dawnbreaker attacks once with a unique spell. Break of Dawn Break of Dawn deals 1d6RadiantRadiant damage to all targets in a cone, possibly making them fall Prone and pushing them away 20m on a failed saving throw.

The damage of the trap is not the real threat, but pushing party members into the nearby chasm almost always kills them. Dead party members appear nearby as Soul Echoes and might be looted or resurrected through the use of Scrolls of Revivify, or at camp by Withers Withers.

Both Dawnbreakers can be disarmed with a DC 14 Sleight of Hand check, and a Trap Disarm Toolkit. Disarming the Dawnbreaker is not crucial for proceeding deeper into the Secret Chamber. The area of effect has a "blind spot" immediately to either side of the trap, and may be used to the party members' advantage in turn-based mode if they do not have the means to disarm the trap normally.