Sleight of Hand 5elets you pick a pocket or perform a magic trick. Given that it can also help you pick a lock or disarm a trap, it’s a popular choice for theRogue 5eclass. Stealth 5e Linked to stat: Dexterity This is a simple skill to explain, but it’s one you’re likely to...
acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and ...
Background Ability Score improvements Skill Proficiencies Origin Feat Acolyte Charisma, Intelligence, Wisdom Insight, Religion Magic Initiate (Cleric) Artisan Dexterity, Intelligence, Strength Investigation, Persuasion Crafter Charlatan Charisma, Constitution, Dexterity Deception, Sleight of Hand Skilled Cri...
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. You must have...
allowing the Thief to use a Dexterity (Sleight of Hand), the Use an Object action, or use thieves tools to open a lock/disarm a trap for the cost of a Bonus Action.Second-Story Worklets the Thief climb faster without penalty and lets them add their Dexterity modifier to the result when...
Dungeons and Dragons races (or DnD species) help define your character and their unique abilities - here's each of the 5e races explained.
hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon ...
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand Equipment You start with the following equipment, in addition to the...
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 16 Languages any two languages Challenge 1 (200 XP) Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Diseng...
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