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D&D 5E New DMG Excerpt: It's A Trap!

Morrus

Well, that was fun
Staff member
Examiner.com has a pair of preview pages from the upcoming Dungeon Master's Guide (Nov 28th in preferred stores, Dec 9th everywhere else).

These two preview pages are from the section on traps. The second is very small and low-res, and hard to read, though I've enlarged it.

Previous DMG previews: The Multiverse,Appendix A: Random Dungeons,Wondrous Items, Creating a New Race, Building NPCs, Magic Items Table, Villainous Classes, Table of Contents, Firearms, Explosives & Alien Tech, Eye/Hand of Vecna & Orbs of Dragonkind, Magic Rings, Figurines of Wondrous Power, Deck of Many Things

trap1a_l.jpg

trap2_l.jpg
 

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Chocolategravy

First Post
Not a lot there and it's pretty basic, but judging by the index there are 3 more pages. Should be some good stuff in there, but I'm not throwing out my copies of Grimtooth.
 




Cadriel

First Post
Here are the first two paragraphs as far as I can read them:

actively looking for a trap can attempt a Wisdom
(Perception) check against the trap's DC. You can
also compare the DC to detect the trap with each
character's passive Wisdom (Perception) score to
determine whether anyone in the party notices the
trap in passing. If the adventurers detect a trap before
triggering it, they might be able to disarm it,
either permanently or long enough to move past it. You might
call for an Intelligence (Investigation) check for a
character to determine what needs to be done, followed
by a Dexterity check using thieves' tools to perform the
necessary sabotage.

Any character can attempt an Intelligence (Arcana)
check to detect or disarm a magic trap, in addition to
any other checks noted in the trap's description. The
DCs are the same regardless of the check used. In
addition, dispel magic has a chance of disabling most
magic traps. A magic trap's description provides the DC
for the ability check made when you use dispel magic.

The rest is too blurry and I don't have time, but that's a start.
 

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