Thieves' Tools
General
Type | Toolkits |
Value | 25 gp |
Weight | 1 lb |
Components | • a small file • a set of lock picks • a small mirror mounted on a metal handle • a set of narrow-bladed scissors • a pair of pliers |
Thieves' tools are amongst the most common toolkits used by would-be adventurers due to the wide array of purposes they may find in dungeons and evil lairs. While it is not always the case, many who have such skills may be ex-criminals, assassins, and rogues, or at the very least they have had to stoop to less scrupulous means to get by.
In many cases, someone skilled with such tools would be in demand for tasks such as:
- Stealthily opening a locked door or window
- Disarming or setting a trap
- Covering the presence of cracked locks and disarmed traps
- Salvaging parts from inert traps
Skullduggery
Assess Mark | Trained
Those skilled with skullduggery are able to assess where their tools would be of the most use. Someone with proficiency in thieves' tools can spend 1 minute assessing a singular object of interest like a chest, locked door, or window, and in the process they can gain insight into the dangers and difficulties of the object in question. The DC to discover a trap is equal to the result of the check used to set or hide it, while a successful DC 10 check reveals any mundane information about the object, such as the quality of the locks on it.
Cover Trace | Trained
You can spend 1 minute attempting to fully cover your presence or tampering in an area, which in turn makes it difficult to register that anything might be off. The result of your roll becomes the DC for any Investigation checks made to check if locks, doors, traps, or other similar objects have been tampered with.
Disarm a Trap | Trained
Using the materials in your thieves' tools, you can attempt to disarm a non-magical trap that you have managed to locate. The DC for doing so varies based on the trap in question or the result of the roll made to set the trap.
Pick a Lock | Trained
Those trained with thieves' tools are adept at getting into places without the proper keys because they ultimately simply make their own. Whether it be a locked door, window, chest, or manacles, thieves' tools provide the equipment to make the attempt without resorting to more drastic means. It's ultimately the quieter option, and sometimes the only option, even if it may take a bit longer than more overt methods such as breaking down the door or using magic.
Base DC | Examples |
---|---|
10 | A simple lock on an object of minimal import, such as a broom closet or old storage shed. |
15 | An average lock found on the door to a home or in a set of manacles meant to restrain a prisoner. |
20 | A high quality lock that has been crafted to secure treasures and other valuables. |
25 | A masterwork lock that be meant to secure rare magical items or one-of-a-kind works. |
30 | Locks found on high security prisons or areas meant to guard powerful artifacts. |
Salvage a Trap | Trained
You can spend 1 minute attempting to salvage the pieces of a disarmed trap so that those resources can be used to rig other traps or for other means. The DC to salvage a trap varies based on the trap in question or the result of the roll made to set the trap, as sometimes the pieces are so intrinsically tied to the trap's construction that they cannot be easily removed. If you Salvage a trap, you cannot Cover your Trace as the absence of the pieces are immediately noticeable.
Set a Trap | Trained
Just as you can disable traps, you can also set them. As part of a Short Rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.