Dark Jump


A series steps are set sideways into the wall, allowing for easy jumping between them.

Magical Trap

A DC 14 Intelligence (Investigation) check reveals slight damage around the edges of one step, about halfway up.

The steps can be easily navigated, requiring a DC 5 Acrobatics check to avoid missing the jump and falling. However, about 20 feet up, when the target leaps from one step to the next, he is engulfed in a 20′ sphere of magical darkness. While engulfed in darkness, the jumps checks are made at disadvantage.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of evocation on the step about halfway up.

The effect can be removed with a dispel magic cast on the step or with a DC 16 Intelligence (Arcana) check.

Categories: 5e, Dungeons and Dragons, magical | Tags: , | Leave a comment

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