Ad placeholder

Trap

From bg3.wiki
(Redirected from Traps)
Jump to navigation Jump to search
For individual traps, see Category:Traps.
Bookshelves fitted with a trap.

A trap is an environmental hazard which causes sudden unwanted conditions and / or damage when triggered.

A trap. Let us send forth our least favourite, to be sure.
Minthara, after spotting a trap nearby

Overview[edit section | visual editor]

Traps are environmental hazards that the party can encounter. They range from simple mechanical devices such as Tripwires and Marble Plates to magical or mechanical devices found in specific locations.

Common trap mechanisms include:

Traps can also be connected together into larger trap systems, allowing one trigger to activate multiple hazards at once. The table below lists the different trap types and their known variations and locations.

The party can create traps through Glyph of WardingGlyph of Warding. This is distinct from environmental traps found throughout the game.

Detection[edit section | visual editor]

Most traps are detected using a passive Perception CheckPerception Check[1] when a character comes within range of an active, undetected trap. Each party member makes the check independently, so a failed check by one character does not prevent another character from detecting the trap.

Once detected, most traps can be interacted with and disarmed. Triggering a trap system often initiates Turn-based mode, giving the party an opportunity to react before further traps are activated.

Some traps use different detection mechanics or cannot be interacted with directly. Their individual pages describe these exceptions.

Disarming[edit section | visual editor]

Pieces of disarmed traps

Most traps can be disarmed using Sleight of Hand and a Trap Disarm Toolkit.[2]

On a successful check, the trap is deactivated and the toolkit is not consumed. On a failed check, the toolkit is consumed and the trap is triggered.

Unlike lock picking with Thieves' Tools, a failed trap-disarming check cannot be retried simply by using another Trap Disarm Toolkit. Failed checks can instead be retried by spending an Inspiration point.

Other methods of disabling traps[edit section | visual editor]

Not every trap needs to be disarmed using a Trap Disarm Toolkit. Depending on the trap, it may instead be possible to:

  • Disable it through an interaction or mechanism in the surrounding area
  • Destroy it using attacks[3]
  • Block its effect by placing or throwing a sufficiently heavy object on it

For example, a detected Vent that continuously emits a hazard can have its opening blocked by placing a sufficiently heavy object on top of it. This suppresses its current effect, but removing the object without first disarming the vent can cause it to activate again.

Related features[edit section | visual editor]

List of traps[edit section | visual editor]

This section contains a list of all known traps throughout Baldur's Gate 3.

Name Sleight of Hand CheckSleight of Hand Check Location Effect Notes
TripwireTripwire 10+ Common Triggers itself or nearby traps when crossed. -
Blast MineBlast Mine 15+ Common Explodes when triggered, dealing Fire damage. Some variants additionally deal Poison damage. Three kinds, causing FireFire or FireFire + PoisonPoison damage
VentVent 10+ Common Releases a harmful substance, cloud, surface, or area effect. The exact effect varies by location and variant. Various variations of vent traps exists, like Sanguine VentSanguine Vent and Stunner VentStunner Vent
Gargoyle HeadGargoyle Head 10+ Common Attacks creatures that enter its area. Gargoyle Heads in Ramazith's Tower can fire Fire Bolts or cold attacks. -
Gargoyle StatueGargoyle Statue 10+ Common Attacks creatures that enter its area. -
Marble PlateMarble Plate 10+ Common Trigger mechanism that activates one or more connected traps or environmental mechanisms. -
Trapped ObjectTrapped Object 10+ Common Activating the object triggers its associated spell or hazard. Some trapped containers can be destroyed along with their contents. Examples include trapped chest, door, bookshelf and other objects
Peculiar FlowerPeculiar Flower 10 Sunlit WetlandsSunlit Wetlands / Putrid BogPutrid Bog
Blushing MermaidBlushing Mermaid
Explodes when triggered, forming part of a trap system with nearby Gas Vents. -
Proximity ExplosiveProximity Explosive 10 Zhentarim HideoutZhentarim Hideout Explodes when approached or otherwise triggered. -
Repulsion MineRepulsion Mine 10 Rosymorn Monastery TrailRosymorn Monastery Trail
Crèche Y'llekCrèche Y'llek
Emits a psychic blast that pushes nearby creatures away. -
Teleporting TrapTeleporting Trap - Crèche Y'llekCrèche Y'llek
Counting HouseCounting House
Teleports the triggering creature to a predetermined location. Cannot be destroyed or disarmed.
Gas Pit - Crèche Y'llekCrèche Y'llek A pit which releases Strange Gas into the area. -
DawnbreakerDawnbreaker 14 Secret ChamberSecret Chamber Emits a radiant attack that deals 1d6RadiantRadiant damage and can Knock Prone and push creatures. -
Selûnite Outpost statue - Selûnite OutpostSelûnite Outpost Fires radiant blasts at creatures approaching the portcullis while powered by the Moonstone. -
Arcane TurretArcane Turret - Arcane TowerArcane Tower
Ramazith's TowerRamazith's Tower
Automatically attacks creatures within its defensive area. There is a Arcane CannonArcane Cannon variation
Trapped BeaconTrapped Beacon 15 GrymforgeGrymforge Projects a damaging attack across its firing line when triggered. -
Spike Trap 10 Sunlit WetlandsSunlit Wetlands / Putrid BogPutrid Bog Damages creatures entering the trapped area while submerged. Nearby barbed bulrush cause a similar effect
Boulder Trap - Risen RoadRisen Road Releases a large boulder that rolls through the trapped area, damaging creatures in its path. -
Alarm MachineAlarm Machine 15 Counting HouseCounting House
Counting HouseCounting House docks
Activates an alarm when triggered, alerting nearby creatures or guards. -
Aspect of AthkatlaAspect of Athkatla - Ramazith's TowerRamazith's Tower Casts DisintegrateDisintegrate when its associated defensive mechanism is unsuccessfully disabled. -
Grenade ImpellerGrenade Impeller 10[verify] Wyrm's Rock FortressWyrm's Rock Fortress Launches grenades as part of the fortress's defensive mechanisms. -
Incineration CasterIncineration Caster 10[verify] Wyrm's Rock FortressWyrm's Rock Fortress Projects a powerful fire attack as part of the fortress's defensive mechanisms. -

Gallery[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. This can be different; for instance, the CloudkillCloudkill vents in Ramazith's Tower require a DC 15 Arcana Check DC 15 Arcana Check to detect and Teleporting Trap inside Crèche Y'llek require a DC 15 Investigation Check DC 15 Investigation Check.
  2. Exceptions include for instance the Teleporting Trap, which cannot be disabled.
  3. Or set it off using Minor IllusionMinor Illusion.

See also[edit section | visual editor]