top of page
Dexterity (Sleight of Hand) Check
The GM might call for a Dexterity (Sleight of Hand) check whenever you attempt an act of legerdemain or manual trickery, such as:
-
planting something on someone else;
-
concealing an object on your person;
-
lifting a coin purse off another person; or
-
slipping something out of another person’s pocket.
A successful check is calculated as follows:
d20¹ + Dexterity ability modifier
+ proficiency bonus² + other bonus
or penalty ≥ DC of task
¹ Roll 2d20 if you have advantage or disadvantage. Go here for reasons why either may apply.
² Add your proficiency bonus if you are proficient in the Sleight of Hand skill. Otherwise, roll without it.
bottom of page