Sleight of Hand | Skills (KS) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sleight of Hand

Dexterity

Use this skill to manipulate objects to perform or fail to perform as they are intended. As a general rule, characters cannot make multiple attempts at tasks using this skill.
Example Tasks
0 This task requires the use of thieves’ tools. 1 Success disarms the trap failure by 5 or more sets the trap off. 2 Success opens the lock, failure by 5 or more breaks the lock and renders it inoperable. 3 Success means the device will work one time before it breaks, failure by 4 or less means the device will operate normally, failure by 5 or more means the device breaks immediately. 4 Success means the device will work correctly for 1d4 minutes and then break. Failure by 4 or less means the device will operate normally, failure by 5 or more means the device breaks immediately. 5 Success means the character successfully cheats at the game, any creature present can make a perception check DC equal to the character’s check result to notice the character cheating. Failure means the character does not successfully cheat. 6 Success means the character successfully stacks the deck, any creature present can make a perception check DC equal to the character’s check result to notice the character cheating. Failure by 4 or less means that the character failed to stack the deck, failure by 5 or more means the character stacked the deck in favor of an opponent. 7 A creature that is bound can make an Athletics or Acrobatics check, their choice, to free themselves the DC is the character’s Sleight of Hand check result. 8 Success means the character accomplishes the task, either planting or stealing an item. Any creature present can make a perception check DC equals the character’s check result. Special: As an attack action a character can choose to forego damage to make a Sleight of Hand check and disarm an opponent. The character makes an attack roll, if the attack is successful in lieu of damage the character makes a Sleight of Hand check, the opponent must make a Strength saving throw DC equal to the character’s check result or drop whatever they are holding. If the character uses a ranged weapon to disarm an opponent, the character’s Sleight of Hand check is at disadvantage and the opponent’s Strength saving throw is at advantage.

Created by

Raven Gladstone.

Statblock Type

Skills (KS)

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