Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
Drawing a hidden weapon is a movement action and is opposed by the Perception skill of anyone aware of your presence
You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains advantage on the Perception check. A dagger is easier to hide than most light weapons, and grants you advantage on your Sleight of Hand check to conceal it, or anything smaller than a dagger. Wearing clothing that assists you in concealing a particular item grants advantage
Action: Any Sleight of Hand check is normally a standard or a move action
Try Again: Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) is made at disadvantage
You are skilled at opening locks
The DC depends on how complex the lock is. If the check succeeds, you open the lock. If you failed you can try again. If you fail the check by 2 or more, you damage the lock and it can no longer be opened
| Lock Quality | DC |
|---|---|
| Average | Easy |
| Superior | Hard |
| Masterwork | Near Impossible |
Open Locks: The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, you make the check at disadvantage
You may intentionally break a locking device, lowering the difficulty by one level. This does not open the lock, and makes it very difficult to open, even with the key
You can also use this skill to disarm a booby trap, or disable a mechanical device, pitting your skill versus the Trap DC, which the GM should keep secret
| DC | Example | Time |
|---|---|---|
| Moderate | Disable a common device | 1d6 rounds |
| Hard | Disable a complex trap, or device | 2d6 rounds |
| Near Impossible | Disable a masterwork device | 3d6 rounds |
If you attempt to leave behind no trace of your tampering, increase the difficulty by one level
Action: The amount of time needed to make a Disable Device check depends on the task, as noted above. Each round requires a Full action
Try Again: Varies. You can retry checks made to open locks, but a third failure breaks the internal locking mechanism. Failing to disable a trap triggers the trap
Check: Your skill check is opposed by the observer's Perception check. If your opponent's score is higher than yours, you are noticed and fail to take the item. If the scores are tied, you take the item but the opponent immediately notices
You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your “act” encompasses elements of legerdemain, juggling, and the like
Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 1 unless an observer is determined to note where the item went
You use body language, voice throwing, and other trickery to direct your target's attention toward something, or away from something. This can be used to create a distraction, or to hide your true movements
You must declare what you wish to direct attention towards or away from specifically
Misdirection is opposed by Perception. A successful check distracts the target for at least 1 round
When used in combat, the target's distraction allows you to use the Hide skill, and lasts 1 round The target suffers no other ill effects from their distraction
Misdirection can also be used to deceive an opponent regarding the ki ability you are using, making it a contested check against an opponent attempting to use Recall knowledge to determine the nature of your actions