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Rules

Sleight of Hand

Dexterity-based skill for pickpocketing, palming objects, and manual trickery.

Sleight of Hand covers manual dexterity, pickpocketing, and concealment of small objects. It is governed by Dexterity.

When to roll: The DM calls for a Sleight of Hand check whenever a character attempts a task requiring fine motor control and misdirection.

Common uses:

  • Picking a pocket or lifting an item from a person without being noticed
  • Palming a coin, key, or small object
  • Planting something on another person
  • Performing a card trick or sleight-of-hand illusion
  • Disabling a device by hand (as distinct from thieves' tools)

Contested checks: Pickpocketing is typically contested by the target's Wisdom (Perception) check.

Proficiency: Rogue, Bard, and Ranger (with some subclasses) commonly have Sleight of Hand proficiency.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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