Some magic traps (such as the glyph of warding spell) have more complicated trigger conditions, including a password that prevents the trap from activating.ĭetecting and Disabling a TrapUsually, some element of a trap is visible to careful inspection. Magic traps are often set to go off when a creature enters an area or touches an object. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Triggering a TrapMost traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Traps in PlayWhen adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it. Spell traps are spells such as glyph of warding and symbol that function as traps. Magical device traps initiate spell effects when activated. Magic traps are either magical device traps or spell traps. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.Ī trap can be either mechanical or magical in nature. A net hidden among the trees might drop on travelers who pass underneath. ![]() The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Most favor the use of immense morningstars.These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Oversized Weapon (Ex) A cloud giant can wield Gargantuan weapons without penalty. While most cloud giants recognize this as a fantasy, there are some who not only claim to have seen them but have dedicated the entirety of their long lives to finding them again. Legends abound of magical cloud giant cities nestled in the very clouds themselves that float with the winds and circumnavigate the world. These two philosophies often see violent and long-lasting wars erupt between neighboring tribes. Evil cloud giants tend not to bother with permanent settlements and instead live on high peaks in crude shelters, only coming down to raid villages for whatever they might need. It's not uncommon to see a good cloud giant walking among humans, for example, in a human city near a tall mountain range. Good cloud giants build roads from their settlements to connect with other humanoid roads in order to foster trade. They also appreciate music, and most can play one or more instruments (the harp is a favorite).Ĭloud giants have an unusually wide alignment spread-approximately half are good and half are evil. ![]() The better the clothes and the finer the jewelry, the more important the wearer. Cloud giants can live to be 400 years old, and dress in the finest clothing and jewelry available. Females are slightly shorter and lighter. Adult males are about 18 feet tall and weigh around 5,000 pounds. ![]() Her skin is pale and smooth, and her long wispy hair flutters as if in a breeze.Ĭloud giants' skin ranges in color from milky white to powder blue. This towering giant has finely chiseled features.
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