Thieves' Tools

General

TypeToolkits
Value25 gp
Weight1 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:

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.

Success. You assess any information about the mark whose DC is at or below the result of your roll.
Failure. You fail to assess any information about the mark.

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.

Critical Success. The trap is successfully disarmed and you can then immediately attempt to Salvage the trap or Cover your Trace as part of the same action.
Success. The trap is successfully disarmed.
Failure. You are unable to safely disarm the trap.
Critical Failure. You fail to disarm the trap and instead immediately trigger it.

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.

Critical Success. You successfully pick the lock. It either takes half the expected time, or you are able to completely cover any evidence of your tampering, which would make it harder for patrols or guards to notice that something might be off.
Success. You successfully pick the lock.
Failure. You are able to pick the lock, but it takes double the expected time and may be accompanied by noise or other disturbances that can alert those nearby to your presence.
Critical Failure. You fail to pick the lock even with double the expected time and are forced to resort to permanently damaging it if you wish to progress. This may immediately alert those nearby, and evidence of your tampering is obvious to those that pass.
Base DCExamples
10A simple lock on an object of minimal import, such as a broom closet or old storage shed.
15An average lock found on the door to a home or in a set of manacles meant to restrain a prisoner.
20A high quality lock that has been crafted to secure treasures and other valuables.
25A masterwork lock that be meant to secure rare magical items or one-of-a-kind works.
30Locks 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.

Critical Success. You salvage the trap with expert precision and get double the useable resources.
Success. You successfully salvage the trap.
Failure. You fail to salvage the trap and must spend the time to make another attempt.
Critical Failure. You fail to salvage the trap and the resources are damaged beyond repair.

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.