“Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.” I think that this means that you also use Dex, but your DM might make you use something like Intelligence, depending on the situation.
It’s definitely a dex check. You’re checking to see how deftly you manipulate the tiny pins and tumblers of a lock with slim tools and your fingers. And rogues are proficient in thieves tools you would also add proficiency bonus. Don’t forget expertise if your rogue is at the appropriate level. You’ll double the proficiency bonus if you pick thieves tools for the expertise.
It’s definitely a dex check. You’re checking to see how deftly you manipulate the tiny pins and tumblers of a lock with slim tools and your fingers. And rogues are proficient in thieves tools you would also add proficiency bonus. Don’t forget expertise if your rogue is at the appropriate level. You’ll double the proficiency bonus if you pick thieves tools for the expertise.
I would say that a typical disable trap or pick lock check would be made by rolling a d20 against the DC and adding the PC's DEX modifier + proficiency bonus (if applicable). In cases where a rogue has elected to apply the Expertise feature to their proficiency with theives' tools, that PB would be doubled. There is this from Xanathar's Guide to Everything to give you an idea when the appropriate modifier might be something other than DEX:
Components. Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Set a Trap. 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.
Tool and kit proficiencies dont mention stats because its different depending on the type of task
Thieves tools :
Lock - dex
Puzzle lock - Int
Rusted or jammed mechanism - Str
Building a trap = dex or int with possibly a str in there if multiple successes needed
Has a lock been picked or jimmied before? = Int or wis (no, investigate wont typically tell you about the small abrasions you can feel on the tumblers inside the mechanism through your picks)
Where was this lock / trap manufactured or was it put together by hand / on a production line? - Int or more likely wisdom if the location/ device is something e you are familiar with.
Hide a trap = charisma because disguise doesnt really fit the bill when your varnishing a false shell to a mechanism.
Tool checks are just like skill checks. Your proficiency level in the skill(Proficient, Expertise, Jack-Of-All-Trades, Remarkable Athlete) determines whether you add your Proficiency Bonus(or half/twice your bonus). The ability modifier you add as well is determined by the DM. Most of the time for Thieves' Tools it's going to be Dex, but as some have said here there may be cases where the DM might have you use another ability, probably Int. This would imply that the challenge of the lock is more mental than physical, perhaps it's set up more like a puzzle than a straightforward lock. In a situation like that the DM might even have you make two checks, perhaps an Intelligence(Investigation) check which would affect the DC of the Dexterity(Theives' Tools) check. Just remember that your proficiency is tied to the skill or tool involved, not to the ability score that's used.
So I have a question that falls under this category on Avrae bot. Does anyone know if it auto adds the proficiency of your tools, or is what I have been doing as dm is rolling manually adding the proficiency on it the only way?
Tip: You can create a custom skill in D&D beyond on your character sheet to represent your tool proficiencies (click the little gear at the bottom of the Skill section, name the skill thieves' tools, make dex the stat (because that's the most common stat used for picking locks), manually add the expertise). Because my rogue is a kobold (a "kob scout') I flavor his thieves' tools as a "saurus army knife" (Swiss army knife).
I realize that I am way late to this post but, in XGtE it says "Investigation and Perception. You gain additional insight when looking for traps because you have learned a variety of common signs that betray their presence." Does this mean there is an added bonus for finding traps?
I'm playing as a level 6 rogue with a +4 dex modifier and expertise in thieves tools. With the proficiency bonus at this level being +3, is it accurate that I would have a +10 to a lockpicking check if it is based on dexterity?
I'm playing as a level 6 rogue with a +4 dex modifier and expertise in thieves tools. With the proficiency bonus at this level being +3, is it accurate that I would have a +10 to a lockpicking check if it is based on dexterity?
Correct. +4 +3 +3
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Hello! I was wondering about what I add to a thieves' tools check. Is it Dex + Proficiency or just dex or just proficiency? Can someone explain?
*deadpan* Oh no, don't do that.
“Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.” I think that this means that you also use Dex, but your DM might make you use something like Intelligence, depending on the situation.
I stole my pfp from this person: https://mobile.twitter.com/xelart1/status/1177312449575432193
Thanks for the reply.
I thought so too, but considering I am the dm I wanted to be sure *shrug*
*deadpan* Oh no, don't do that.
It’s definitely a dex check. You’re checking to see how deftly you manipulate the tiny pins and tumblers of a lock with slim tools and your fingers. And rogues are proficient in thieves tools you would also add proficiency bonus. Don’t forget expertise if your rogue is at the appropriate level. You’ll double the proficiency bonus if you pick thieves tools for the expertise.
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Thank you. That helps.
I'm slowly learning, thanks to all of you:)
*deadpan* Oh no, don't do that.
Dex/Int depending on the situation. a Quick pick I had them use Dex, more intricate locks I used Int.
Item's - Sashelas' Spear, Thunder Beads, Diadem of the Owl, Bag of Stasis
Race - Fey-Touched
Subclass - Circle of Vitality
Monsters - Blood Bear
Spell - Arcbolt
I would say that a typical disable trap or pick lock check would be made by rolling a d20 against the DC and adding the PC's DEX modifier + proficiency bonus (if applicable). In cases where a rogue has elected to apply the Expertise feature to their proficiency with theives' tools, that PB would be doubled. There is this from Xanathar's Guide to Everything to give you an idea when the appropriate modifier might be something other than DEX:
Tool and kit proficiencies dont mention stats because its different depending on the type of task
Thieves tools :
Lock - dex
Puzzle lock - Int
Rusted or jammed mechanism - Str
Building a trap = dex or int with possibly a str in there if multiple successes needed
Has a lock been picked or jimmied before? = Int or wis (no, investigate wont typically tell you about the small abrasions you can feel on the tumblers inside the mechanism through your picks)
Where was this lock / trap manufactured or was it put together by hand / on a production line? - Int or more likely wisdom if the location/ device is something e you are familiar with.
Hide a trap = charisma because disguise doesnt really fit the bill when your varnishing a false shell to a mechanism.
Tool checks are just like skill checks. Your proficiency level in the skill(Proficient, Expertise, Jack-Of-All-Trades, Remarkable Athlete) determines whether you add your Proficiency Bonus(or half/twice your bonus). The ability modifier you add as well is determined by the DM. Most of the time for Thieves' Tools it's going to be Dex, but as some have said here there may be cases where the DM might have you use another ability, probably Int. This would imply that the challenge of the lock is more mental than physical, perhaps it's set up more like a puzzle than a straightforward lock. In a situation like that the DM might even have you make two checks, perhaps an Intelligence(Investigation) check which would affect the DC of the Dexterity(Theives' Tools) check. Just remember that your proficiency is tied to the skill or tool involved, not to the ability score that's used.
So I have a question that falls under this category on Avrae bot. Does anyone know if it auto adds the proficiency of your tools, or is what I have been doing as dm is rolling manually adding the proficiency on it the only way?
Tip: You can create a custom skill in D&D beyond on your character sheet to represent your tool proficiencies (click the little gear at the bottom of the Skill section, name the skill thieves' tools, make dex the stat (because that's the most common stat used for picking locks), manually add the expertise). Because my rogue is a kobold (a "kob scout') I flavor his thieves' tools as a "saurus army knife" (Swiss army knife).
I realize that I am way late to this post but, in XGtE it says "Investigation and Perception. You gain additional insight when looking for traps because you have learned a variety of common signs that betray their presence." Does this mean there is an added bonus for finding traps?
is there a way to automate the thievery related checks? to validate the proficiency and perform the required roll?
Yes, see two replies above
I'm playing as a level 6 rogue with a +4 dex modifier and expertise in thieves tools. With the proficiency bonus at this level being +3, is it accurate that I would have a +10 to a lockpicking check if it is based on dexterity?
Correct. +4 +3 +3