Pick (pun intended) a random D&D god, and I swear by that god, I'm not looking for a big debate here as I've held the same opinion from the start about how this works. That said, it seems like for certain traps (or at least the next one), Thieves' Tools might not be necessary.
Poisoned Needle Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed check, the creature triggers the trap.
They don't outright say you use "sleight of hand", but provide clues.
Also, none of the tools provide corresponding skills associated with tool use, only the typical relevant ability score. So, no tool could be used with advantage, since they don't list appicable skills - which makes no sense. Therefore, it is likely somewhat left up to research/home rules.
A note from above - using the tools is a utilize action typically. So, the action portion of the 6 second round, unless something supercedes it. Now... a non-typical lock could take longer based upon DM descretion.
For example, the Rouge subclass Thief:
Level 3: Fast Hands
As a Bonus Action, you can do one of the following.
Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
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Pick (pun intended) a random D&D god, and I swear by that god, I'm not looking for a big debate here as I've held the same opinion from the start about how this works. That said, it seems like for certain traps (or at least the next one), Thieves' Tools might not be necessary.
Me too, making them (sometimes) more like specific cases.
They don't outright say you use "sleight of hand", but provide clues.
Also, none of the tools provide corresponding skills associated with tool use, only the typical relevant ability score. So, no tool could be used with advantage, since they don't list appicable skills - which makes no sense. Therefore, it is likely somewhat left up to research/home rules.
A note from above - using the tools is a utilize action typically. So, the action portion of the 6 second round, unless something supercedes it. Now... a non-typical lock could take longer based upon DM descretion.
For example, the Rouge subclass Thief:
Level 3: Fast Hands
As a Bonus Action, you can do one of the following.
Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.