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Vent
A Vent is a common type of a Trap frequently encountered throughout the game. Vents are hidden within the ground. Once triggered, they can cause continuous damage to those nearby.
Involvement[edit section | visual editor]
As traps, Vents encountered in the game generally come in 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 these kinds of Vents varies.
- Constantly issuing Vent. Constantly issuing Vents produce clouds of various damaging substances in an area – for example, hot steam or poisonous gas. Often combined with any fire-issuing traps, these vents can have the effect of a fuel-air explosion if triggered together.
Vents can be disarmed with the help of Sleight of Hand skill, provided the interacting party member has a Trap Disarm Toolkit in their inventory. Though the Difficulty Class can vary, the minimum requirement is a DC 10 Sleight of Hand Check.
Apart from disarming, once a party member detects the exact location of the issuing aperture (with a successful Perception roll), the harmful effect of a constantly issuing Vent can be prevented by placing (or throwing) any object large enough to cover them. Doing so immediately removes the harmful cloud from the space above the trap, but only while the covering object remains.
Disarmed Vents look almost same as newly spotted ones, but if previously triggered, depictions of their effects disappear. For example, parts of the floor around a toxin-spilling vent clear up after disarming the trap.
As a type of trap, Vents have the greatest degree of variation in the game, the specifics of which might not be encountered elsewhere.
Vent types[edit section | visual editor]
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.


























