D&D 5E Give an example of Thieves Tool use for Dex and for Int

Slit518

Adventurer
I would assume tools in D&D 5e and their use aren't tied to any specific stat, but instead whatever the situation calls for.

Some have a stat modifier that makes sense, such as Thieves' Tools, with a Dexterity mod added to the check.

But what about an Intelligence mod added to the check instead?

Let's shell out some examples of Dexterity based use of Thieves' Tools, and Intelligence based use of Thieves' Tools.

Dex:
Like playing Operation, you need to delicately go in with a pair of tweezers attached to your "Swiss Army Knife", and not touch the sides or else risk getting zapped!

Int:

You already used your Investigation skill to find the bomb! But now you need to find out which wire to cut so that it diffuses and doesn't blow!
or
There is a specific hole on this one wall/door/floor/whatever, and you need to find the right tool to fit it in and disarm/unlock the trap/door!

What are you examples?
 

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INT:
How well can you understand clockwork machinery, rigged to clamp down and bisect you if you pull your hand out too early, or fail to disarm it?

You can't see what you're doing, how well do you remember the build of the lock?

Dex feels pretty self explanatory...but let's mix it up some more

This lock is giant, and you sit inside it. You must acrobatically flip and swing from one platform to another, using a convenient series of horizontal poles and ropes, shifting the lock as you go.

EDIT: Actually, that dex one would work for Int too, since you have to figure out how to mimic the actions of your thieves took using your body.

Bonus Int one:
You don't have proper thieves tools, figure out how to use materials around you as a substitute.
 


I would assume tools in D&D 5e and their use aren't tied to any specific stat, but instead whatever the situation calls for.

Skills aren't tied to stats either.

Thieves' Tools (Int): Disable Device to sabotage a cart's wheel to only give out after a 1/4 mile.
 

CON: Thieves Tools
A trap is set to go off if the water stops flowing. You must hold it open, using your hook-pick, for at least 15 minutes. If you fail the chamber in which you are in floods.
 

You already used your Investigation skill to find the bomb! But now you need to find out which wire to cut so that it diffuses and doesn't blow!
Figure out just how and when to defuse the bomb so the countdown timer stops and reads "007" when the bomb goes inert. This is to throw BBEG off your trail and launch a search for James Bond instead.
 



I'd allow a player to use Thieves' Tools (Int) proficiency to recall or apply lore relating to the use of thieves' tools, locks, and mechanical traps. For instance, I might let the player use this proficiency when determining whether some discarded wire in a prison cell was used as a rudimentary lockpick, whether a trap or lock has a particular maker call sign or signature, or whether a broken window was actually cut with a glass cutting device.
 

Thieve's Tools (Wis): the iconic situation (although rather modern) of a thief trying to unlock a safe by "listening" to its mechanism with a stethoscope

Thieve's Tools (Str): I guess any trap mechanism which is "stuck" or designed by giants could rather require Strength

Thieve's Tools (Con): the lever to stop the trap is hidden behind a swarming mass of disgusting or poisonous insects (see Indiana Jones and the Temple of Doom)
 

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