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Sleight of Hand in Dungeons & Dragons 5e

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.

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