Depends on your GM, quite heavily - the Crime rules don't cover how much time the rolls you make are intended to cover, let alone how many different contexts. In fact, RAW, Crime is instantaneous - you spend a week on prep, then literally 0 time on the heist itself. Here's how I'd rule on your two examples:
Boots of Elvenkind: Most stealth checks are for vision, not hearing. In the case that you fail all three checks, though, the boots would definitely have been relevant to how much noise you make running away. I would let you re-roll the stealth check to get away uncaught. If this was a Cloak of Elvenkind, I'd just let you have advantage on the Stealth check and let you subtract 5 from the DC, to represent the Disadvantage on the Perceiver.
Pass Without Trace: 1 hour duration is hard to parse since we have no idea how long the heist should take and it super matters how many spell slots you have - more hours of PWT simply cost more slots. I would rule the four heist victims have escalating levels of security, requiring more time, just to keep things simple: 10 minutes, 1 hour, 2 hours, and 4 hours, respectively, spent on the actual heist. This also helps resolve other spells you might use, like Invisibility.
Depends on your GM, quite heavily - the Crime rules don't cover how much time the rolls you make are intended to cover, let alone how many different contexts. In fact, RAW, Crime is instantaneous - you spend a week on prep, then literally 0 time on the heist itself. Here's how I'd rule on your two examples:
Boots of Elvenkind: Most stealth checks are for vision, not hearing. In the case that you fail all three checks, though, the boots would definitely have been relevant to how much noise you make running away. I would let you re-roll the stealth check to get away uncaught. If this was a Cloak of Elvenkind, I'd just let you have advantage on the Stealth check and let you subtract 5 from the DC, to represent the Disadvantage on the Perceiver.
Pass Without Trace: 1 hour duration is hard to parse since we have no idea how long the heist should take and it super matters how many spell slots you have - more hours of PWT simply cost more slots. I would rule the four heist victims have escalating levels of security, requiring more time, just to keep things simple: 10 minutes, 1 hour, 2 hours, and 4 hours, respectively, spent on the actual heist. This also helps resolve other spells you might use, like Invisibility.
What if he is using the boots to do recon work for a pass without a trace scenario of committing the crime?
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If I want to take the Crime Downtime with my rogue can I apply things like Boots of Elvenkind or Pass without Trace to my stealth checks?
Depends on your GM, quite heavily - the Crime rules don't cover how much time the rolls you make are intended to cover, let alone how many different contexts. In fact, RAW, Crime is instantaneous - you spend a week on prep, then literally 0 time on the heist itself. Here's how I'd rule on your two examples:
Boots of Elvenkind: Most stealth checks are for vision, not hearing. In the case that you fail all three checks, though, the boots would definitely have been relevant to how much noise you make running away. I would let you re-roll the stealth check to get away uncaught. If this was a Cloak of Elvenkind, I'd just let you have advantage on the Stealth check and let you subtract 5 from the DC, to represent the Disadvantage on the Perceiver.
Pass Without Trace: 1 hour duration is hard to parse since we have no idea how long the heist should take and it super matters how many spell slots you have - more hours of PWT simply cost more slots. I would rule the four heist victims have escalating levels of security, requiring more time, just to keep things simple: 10 minutes, 1 hour, 2 hours, and 4 hours, respectively, spent on the actual heist. This also helps resolve other spells you might use, like Invisibility.
What if he is using the boots to do recon work for a pass without a trace scenario of committing the crime?
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