This is not a new topic by any means but I am not convinced by the interpretations I read on the Internet.
Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check....
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check....
So the key wording here is "manual trickery" which to me opens up for all kinds of interesting combat shenanigans. Such as:
- Cutting someones belt to let pants fall down. - Pull a tapestry around someones head. - Pour a jar of ants inside a plate armor - Wrap a rope around someones feet/leg.
Most of these things feel like they would equate to the same amount of job it would take to pick someones pockets in combat, apply poison, throw out caltrops or generally "use an item", and to me most sound like if they succeeded they would result in advantage for the rogue or disadvantage for the opponent for one turn or similar.
Am I misinterpreting anything or can you come up with more uses like this where the environment plays a role in the fight?
I would much prefer to have a broad, "rule of cool" interpretation of skills.
I would extend "manual trickery" to include almost anything with fine dexterity. Need to pluck a gem from a box of whirling blades? Sleight of Hand. Need to assemble the delicate astrolabe while on a timer and not fumble? Sleight of Hand. Play that knife trick, where someone keeps their hand splayed on the table, and you rapidly plunge the knife down between each finger, over and over... Sleight of Hand.
So, not just use Sleight of Hand to interact with other people, but to interact directly with the environment.
Absolutely! But that feels like it doesn’t even need rule of cool ruling to work. Isn’t that exactly what sleight of hand implies?
Manual trickery feels purposely vague and easy to fit in. Also balance wise it feels like the fast hand ability should be on equal footing with stuff like spell casting with the arcane trickster, assassinate or psi stuff.
Exactly creative use can go a long way with Fast Hand !
Additioanlly, such rogue can use any mundane items (except healing potion) in the Player's Handbook that use an action, as a bonus action instead, such as acid, alchemist's fire, ball bearing, caltrop, healer's kit, holy water, hunting trap, oil, poison etc
Hi,
This is not a new topic by any means but I am not convinced by the interpretations I read on the Internet.
Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check....
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check....
So the key wording here is "manual trickery" which to me opens up for all kinds of interesting combat shenanigans. Such as:
- Cutting someones belt to let pants fall down.
- Pull a tapestry around someones head.
- Pour a jar of ants inside a plate armor
- Wrap a rope around someones feet/leg.
Most of these things feel like they would equate to the same amount of job it would take to pick someones pockets in combat, apply poison, throw out caltrops or generally "use an item", and to me most sound like if they succeeded they would result in advantage for the rogue or disadvantage for the opponent for one turn or similar.
Am I misinterpreting anything or can you come up with more uses like this where the environment plays a role in the fight?
I would much prefer to have a broad, "rule of cool" interpretation of skills.
I would extend "manual trickery" to include almost anything with fine dexterity. Need to pluck a gem from a box of whirling blades? Sleight of Hand. Need to assemble the delicate astrolabe while on a timer and not fumble? Sleight of Hand. Play that knife trick, where someone keeps their hand splayed on the table, and you rapidly plunge the knife down between each finger, over and over... Sleight of Hand.
So, not just use Sleight of Hand to interact with other people, but to interact directly with the environment.
Absolutely!
But that feels like it doesn’t even need rule of cool ruling to work. Isn’t that exactly what sleight of hand implies?
Manual trickery feels purposely vague and easy to fit in. Also balance wise it feels like the fast hand ability should be on equal footing with stuff like spell casting with the arcane trickster, assassinate or psi stuff.
Exactly creative use can go a long way with Fast Hand !
Additioanlly, such rogue can use any mundane items (except healing potion) in the Player's Handbook that use an action, as a bonus action instead, such as acid, alchemist's fire, ball bearing, caltrop, healer's kit, holy water, hunting trap, oil, poison etc
Manacles!
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Medicine Kit with the Healer Feat, best battlefield medic in the game. 🙂
I also houserule that they are the only class that can drink potions with Bonus Actions.
Indeed! 2/4 characters in my campaign took this feat due to cope with the grittiness!