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Trap

A trap is an environmental hazard which causes sudden unwanted conditions and / or damage when triggered.
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:
- Tripwires, which trigger themselves or nearby traps when crossed
- Blast Mines, which explode when triggered (three kinds, causing Fire or Fire + Poison damage)
- Vents, which can release harmful substances or create dangerous surfaces (for example Grease or Cloudkill)
- Gargoyle Statues and Gargoyle Heads, which attack creatures that enter their area
- Marble Plates and other trigger mechanisms, which can activate one or more nearby traps
- Trapped Objects, common interactable objects that has been fitted with a trap
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 Warding. This is distinct from environmental traps found throughout the game.
Detection[edit section | visual editor]
Most traps are detected using a passive Perception 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]

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 
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]
- Dungeon Delver feat which has two components:
- Dungeon Delver: Perception grants Advantage on Perception checks to detect traps
- Dungeon Delver: Resist Traps grants Advantage on Saving Throws against traps and halves their damage.
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 Check | Location | Effect | Notes |
|---|---|---|---|---|
| Tripwire | 10+ | Common | Triggers itself or nearby traps when crossed. | - |
| Blast Mine | 15+ | Common | Explodes when triggered, dealing Fire damage. Some variants additionally deal Poison damage. | Three kinds, causing Fire or Fire + Poison damage |
| Vent | 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 Vent and Stunner Vent |
| Gargoyle Head | 10+ | Common | Attacks creatures that enter its area. Gargoyle Heads in Ramazith's Tower can fire Fire Bolts or cold attacks. | - |
| Gargoyle Statue | 10+ | Common | Attacks creatures that enter its area. | - |
| Marble Plate | 10+ | Common | Trigger mechanism that activates one or more connected traps or environmental mechanisms. | - |
| Trapped 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 Flower | 10 | Sunlit Wetlands / Putrid Bog Blushing Mermaid |
Explodes when triggered, forming part of a trap system with nearby Gas Vents. | - |
| Proximity Explosive | 10 | Zhentarim Hideout | Explodes when approached or otherwise triggered. | - |
| Repulsion Mine | 10 | Rosymorn Monastery Trail Crèche Y'llek |
Emits a psychic blast that pushes nearby creatures away. | - |
| Teleporting Trap | - | Crèche Y'llek Counting House |
Teleports the triggering creature to a predetermined location. | Cannot be destroyed or disarmed. |
| Gas Pit | - | Crèche Y'llek | A pit which releases Strange Gas into the area. | - |
| Dawnbreaker | 14 | Secret Chamber | Emits a radiant attack that deals 1d6Radiant damage and can Knock Prone and push creatures. | - |
| Selûnite Outpost statue | - | Selûnite Outpost | Fires radiant blasts at creatures approaching the portcullis while powered by the Moonstone. | - |
| Arcane Turret | - | Arcane Tower Ramazith's Tower |
Automatically attacks creatures within its defensive area. | There is a Arcane Cannon variation |
| Trapped Beacon | 15 | Grymforge | Projects a damaging attack across its firing line when triggered. | - |
| Spike Trap | 10 | Sunlit Wetlands / Putrid Bog | Damages creatures entering the trapped area while submerged. | Nearby barbed bulrush cause a similar effect |
| Boulder Trap | - | Risen Road | Releases a large boulder that rolls through the trapped area, damaging creatures in its path. | - |
| Alarm Machine | 15 | Counting House Counting House docks |
Activates an alarm when triggered, alerting nearby creatures or guards. | - |
| Aspect of Athkatla | - | Ramazith's Tower | Casts Disintegrate when its associated defensive mechanism is unsuccessfully disabled. | - |
| Grenade Impeller | 10[verify] | Wyrm's Rock Fortress | Launches grenades as part of the fortress's defensive mechanisms. | - |
| Incineration Caster | 10[verify] | Wyrm's Rock Fortress | Projects a powerful fire attack as part of the fortress's defensive mechanisms. | - |
Gallery[edit section | visual editor]
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Tripwire trap (armed)
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Blast Mine (fire damage)
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Blast Mine (fire damage + poison damage)
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Blast Mine (explosion)
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Trapped Gargoyle Statue
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Gargoyle Head on the wall
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Gas Vent issuing Noxious Fumes
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An example of trapped object
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An example of Marble Plate trap trigger
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Aspect of Athkatla (Ramazith's Tower)
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Dawnbreaker (Crèche Y'llek)
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Teleporting Trap in the Hatchery (Crèche Y'llek)
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Repulsion Mine (Rosymorn Monastery Trail)
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Statue in the Underdark (Selûnite Outpost)
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Vent with Unstable Blood (Undercity Ruins)
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Boulder Trap (cave near the Risen Road)
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Peculiar Flower (Blushing Mermaid Basement)
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Spike Traps under the water (Sunlit Wetlands)
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Proximity-sensitive bombs (Zhentarim Hideout)
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Trapped Beacon (Grymforge)
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Alarm Machine (Counting House Docks)
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Stunner Vent (Wyrm's Rock Fortress)
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Incineration Caster (Wyrm's Rock Fortress)
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Grenade Impeller (Wyrm's Rock Fortress)
Notes and references[edit section | visual editor]
- ↑ This can be different; for instance, the Cloudkill vents in Ramazith's Tower require a DC 15 Arcana Check to detect and Teleporting Trap inside Crèche Y'llek require a DC 15 Investigation Check.
- ↑ Exceptions include for instance the Teleporting Trap, which cannot be disabled.
- ↑ Or set it off using Minor Illusion.
See also[edit section | visual editor]
- Category:Traps list of trap types
- IsTrap (spell flag) which determines actions that are treated as traps





































































































