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Vent
A Vent is a common type of a Trap that might be encountered almost in every location of the game.
A Vent is a mechanism hidden within the ground. It is implied to cause continuous damage to a trespasser who proceeds into locations where their presence is obviously unwanted.
Involvement[edit section | visual editor]
Vents encountered throughout the game may generally come in either of two types:
- Triggerable Vent. Triggerable Vents work upon stepping on them (or close to them), or upon interacting with trigger element nearby, as long as the trap is not disarmed. The effect of triggering this kind of Vents is various.
- Constantly issuing Vent. Constantly issuing Vents produce in the surrounding area clouds of various damaging substances, for example, hot steam or poisonous gas. Often combined with any fire-issuing traps, these vents might have the effect of a fuel-air explosion if triggered together.
A Vent can be disarmed with the help of Sleight of Hand skill, but the interacting party member must have a Trap Disarm Toolkit in their inventory. Minimal requirement is a DC 10 Sleight of Hand Check roll, but the Difficulty Class may vary depending on circumstances.
Apart from disarming, there is another way to stop the harmful effect of a constantly issuing Vent. To do this, a party member must place (or throw) on-top the Vent any object massive enough to "fother the leak". Doing so will remove at once the harmful cloud from the space above the trap, but it is actually a half-way measure. Removing placed/thrown object without disarming the trap first will lead to activating the Vent anew. Besides, to do this, any party member must first make a successful Perception roll to detect the exact place of the issuing aperture, otherwise it won't be possible to interact with it.
After disarming, a Vent will be pictured almost same as a newly spotted one, but if it was previously triggered, the depiction of its effect will disappear. For example, part of the floor around toxin-spilling vent will change to a clear one after disarming the trap.
Throughout Baldur's Gate 3, Vents are the type of Traps that features the biggest amount of variations accordingly to the place where they are planted. Some of these kinds cannot be encountered anywhere else in the game.
Grease vent[edit section | visual editor]
Difficult terrain - movement speed is halved and creatures may fall Prone. Flammable.
- Type: Surface
Condition: Prone
Duration: 1 turn
- Can't move or take Actions, Bonus Actions, or Reactions, and has Disadvantage on Strength and Dexterity Saving Throws.
- Attacks against a Prone creature have Advantage if they're made within 3 m (10 ft) of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
- Falling Prone immediately ends Concentration.
- If a creatures falls Prone on its turn, the turn immediately ends.
Condition: Difficult Terrain
Poison vent[edit section | visual editor]
Chance to set Poisoned.
- Type: Cloud
Condition: Poisoned
Toxin vent[edit section | visual editor]
Applies Poisoned.
- Type: Surface
Condition: Simple Toxin
Void vent[edit section | visual editor]
- Type: Cloud
Condition: Blinded
Duration: Whilst on surface
- Has Disadvantage on Attack Rolls. Range of attacks and spells reduced to 3 m (10 ft).
- Attack Rolls against Blinded creatures have Advantage.


























