I hope this does not sound dumb, but it's a 5E frustration that I have had for quite some time.
I am an old school OD&D DM/player and the Supplement I Greyhawk thief had a very distinct list of what thieves can do. It frustrates me that I can't find a chart in 5E which is clear and obvious about which of the character skills ought to apply to each of the thief actions.
A copy-paste from the Supplement I Greyhawk PDF gives me the following list:
– open locks by picking or foiling magical closures – remove small trap devices (such as poisoned needles) – listen for noise behind closed doors – move with great stealth – filch items and pick pockets – hide in shadows – strike silently from behind – climb nearly sheer surfaces, upwards or downwards
Some of these are directly in the 5E skill list but others seem more cryptic. So, I know that I can "wing it" or adjudicate each of these actions on my own, but why is there not a clear chart with this information? Or have I just missed it somehow all these years?
– open locks by picking or foiling magical closures
Picking a lock is an ability check using thieves tools. Foiling a "magical closure" would depend on the type of magic/spell, but would typically be dispel magic or Intelligence (Arcana)
– remove small trap devices (such as poisoned needles)
This would be specifically defined by the trap, but is usually something like an ability check made with thieves tools, Dexterity (Sleight of Hand), or Intelligence (Arcana) for magical traps
– listen for noise behind closed doors
Wisdom (Perception)
– move with great stealth
Dexterity (Stealth)
– filch items and pick pockets
Dexterity (Sleight of Hand)
– hide in shadows
Hide Action
– strike silently from behind
Dexterity (Stealth) and/or Sneak Attack
– climb nearly sheer surfaces, upwards or downwards
Use your climb speed, which defaults to an additional +1 foot of movement used for every 1 foot you move. If the surface is particularly difficult, the DM may call for a Strength (Athletics) or Dexterity (Acrobatics) check, depending on the climb
The way D&D 5th edition works is if you don't have an explicit feature that says how it works, you describe to the DM your course of action and they assign an ability check, attack roll, or saving throw and relevant DC or AC as needed.
They just did not write them out. They left it for you to figure out.
Start with the DC class of any, task add in the characters ability modifier, add in magics, add in situational modifiers, and so on until you get to the end.
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I hope this does not sound dumb, but it's a 5E frustration that I have had for quite some time.
I am an old school OD&D DM/player and the Supplement I Greyhawk thief had a very distinct list of what thieves can do. It frustrates me that I can't find a chart in 5E which is clear and obvious about which of the character skills ought to apply to each of the thief actions.
A copy-paste from the Supplement I Greyhawk PDF gives me the following list:
– open locks by picking or foiling magical closures
– remove small trap devices (such as poisoned needles)
– listen for noise behind closed doors
– move with great stealth
– filch items and pick pockets
– hide in shadows
– strike silently from behind
– climb nearly sheer surfaces, upwards or downwards
Some of these are directly in the 5E skill list but others seem more cryptic. So, I know that I can "wing it" or adjudicate each of these actions on my own, but why is there not a clear chart with this information? Or have I just missed it somehow all these years?
Picking a lock is an ability check using thieves tools. Foiling a "magical closure" would depend on the type of magic/spell, but would typically be dispel magic or Intelligence (Arcana)
This would be specifically defined by the trap, but is usually something like an ability check made with thieves tools, Dexterity (Sleight of Hand), or Intelligence (Arcana) for magical traps
Wisdom (Perception)
Dexterity (Stealth)
Dexterity (Sleight of Hand)
Hide Action
Dexterity (Stealth) and/or Sneak Attack
Use your climb speed, which defaults to an additional +1 foot of movement used for every 1 foot you move. If the surface is particularly difficult, the DM may call for a Strength (Athletics) or Dexterity (Acrobatics) check, depending on the climb
The way D&D 5th edition works is if you don't have an explicit feature that says how it works, you describe to the DM your course of action and they assign an ability check, attack roll, or saving throw and relevant DC or AC as needed.
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I'll add to what Davyd posted and say that all the things you mention is stuff that a 5E Rogue very easily excels at if you build with that aim.
The math and graphs are there my friend.
They just did not write them out. They left it for you to figure out.
Start with the DC class of any, task add in the characters ability modifier, add in magics, add in situational modifiers, and so on until you get to the end.