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Thievery

Dexterity, Armor Check Penalty Applies

Thievery represents one’s ability to pick locks and pockets. It is most commonly applied during skill challenges but can be useful in combat.


Disable

  • Single Action
  • Proficient Only: Yes
  • Tags: Concentrate and Manipulate

You can use Thievery to turn a device on or off. Each device requires a certain number of successes, while some also require those before a certain number of failures. Critical successes and critical failures count twice towards this end action. Devices list their DCs.


Pick a Lock

  • Single Action
  • Proficient Only: Yes, but can attempt Untrained; requires Thieves’ Tools
  • Tags: Concentrate and Manipulate

Thievery can be used to open a lock. Each lock requires a certain number of successes before opening. A single successful check equals one success while a critical success counts as two. On a critical failure the lock picks being used break and must be replaced. Locks list their DCs.


Steal

  • Single Action
  • Proficient Only: No

You can use Thievery to take an object of Light Bulk or less if you are not being direction observed. Most DCs, if not directly observed, are between 15 to 20, depending on the size, weight, and obviousness of the object. If any object is alone, such as prize of place on a mantel or table, the DC increases by 5. It increases by 5 if you are need to more next to it to steal the object. If you are alone, no check is needed. If you are being directly observed, you take disadvantage to such attempts and the object cannot be larger than one foot by one foot. If it is larger, you automatically fail the check while being directly observed. If you are trying to steal an object that is on another creature, you take disadvantage. If the object is in front of the creature you are pickpocketing, the DC is 30. If it is behind or otherwise not within view, the DC is 25.