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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.   

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