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Thieves’ tools are one of the most useful sets of tools in Dungeons & Dragons. Not only do they allow you to disarm traps and open locked doors and chests, but you can use the individual tools to sneak around corners and weaken metal structures. Keep reading to learn all about this popular tool set, all the ways you can use it in your campaign, and how to calculate a player’s roll.

Using Thieves’ Tools in D&D 5e

A set of thieves’ tools include a file, lockpicks, a small mirror, scissors, and a pair of pliers. Proficiency allows you to add your proficiency bonus to any ability checks to make to disarm traps or open locks. To use them, roll a d20 and add your Dexterity modifier and proficiency to that number.

Section 1 of 3:

Thieves’ Tools Description & Attributes

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  1. A set of thieves’ tools includes a small file, a set of lockpicks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools allows you to add your proficiency bonus to any ability checks you make to disarm traps or open locks. [1]
    • Type: Tool
    • Cost: 25 gp
    • Weight: 1 pound (0.45 kg)
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Section 2 of 3:

Gameplay Uses for Thieves’ Tools

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  1. The biggest advantage of having thieves’ tools is that you can use them to disarm a trapped room or lockpick anything you’d like to gain access to. Since traps and locked doors are very common in most D&D campaigns, these tools can definitely come in handy. [2]
    • Thieves’ tools never break while picking a lock or disarming a trap. However, they can break if someone deliberately tries to destroy them. [3]
  2. You might use the small file to wear away metal structures, the small mirror for peeking around corners, or the scissors to cut ropes. [4] Your DM might also add other tools to the standard set of thieves’ tools to give your players more options for roleplay.
    • You might also be able to use your tools to jam a lock by intentionally breaking the lockpick off while it’s inside.
    • For example, your DM might include a crowbar for prying open boxes or a pair of tweezers, which can be used to pull out venomous fangs.
  3. The rules expansion book, Xanathar’s Guide to Everything , says that just as you can disable traps, you can also set them. As part of a short rest, you can create traps using items that you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. [5]
    • The trap then deals damage appropriate to the materials used in crafting it (like poison or a weapon) or damage equal to half the total of your check, whatever the DM deems appropriate.
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Section 3 of 3:

Calculating Thieves’ Tools

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  1. An ability check for lockpicking and trap disarming almost always goes to Dexterity because it represents the ability to move nimbly, quickly, and quietly. [6] The DM usually sets the difficulty class for the lock or trap itself, which determines how high a player has to roll to disarm or unlock it.
    • The DM can also change what ability score you use depending on the lock or trap. They might ask you to roll for Intelligence for puzzle locks or Strength for jammed locks.
    • If you use Xanathar’s Guide to Everything , you might also use Intelligence or Wisdom for certain rolls. [7]
  2. You don’t need proficiency with thieves’ tools to use them, however, some locks may require proficiency. If a player has proficiency with a normal lock, they just add that bonus to their roll. [8]
    • For example, if your player is a level 3 rogue rolling to pick a lock, they would roll a d20 and add +2 for Dexterity and +2 for tool proficiency.
    • In the basic rules, proficiency in thieves’ tools can come from the artificer or rogue classes or the criminal background. [9]
    • If you use Xanathar’s Guide to Everything , you can spend 25 gp per week for 250 days or 10 workweeks to gain proficiency. [10]
      • Your Intelligence modifier can reduce the time necessary to learn this skill.
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Expert Q&A

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  • Question
    What are other fun ways to use thieves' tools?
    Jess Hamlet
    Board, Card, and Dice Game Expert
    Jess Hamlet is a Board, Card, and Dice Game Expert based in Springfield, Missouri. She is the owner of Village Meeple, Springfield’s first Board Game Cafe. The cafe charges an admission fee that grants customers access to over 420 board games while they enjoy the atmosphere. They also serve food and drink, sell board games and accessories, and host private events. They also host events of their own, and put on teaching sessions for a variety of tabletop games for members of the community to come learn. Their board game shop hosts a wide variety of products, including party games, small box games, kid-friendly games, and dice games. Village Meeple champions the growth of in-person gaming, educational encounters, and table-top adventure in the community. Jess received an MBA from Southwest Baptist University and a Bachelor’s in Sports Medicine and Athletic Training from Missouri State University.
    Board, Card, and Dice Game Expert
    Expert Answer
    One fun thing that you could do is loosen the screws on a guard’s armor so it falls apart during a fight. Another good idea is by making funny trips and traps where you could set up a tripwire to slow someone down or make a device so it looks scary but it doesn’t actually work. You can also get creative in social situations. Imagine unlocking a door or chest as part of a street act to amaze a crowd or taking apart someone’s prized item right in front of them to send a clear message.
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