Remathilis
Legend
Here are a few examples I could find in Vecna Eve of Ruin
"The iron grate covers a pit that's 5 feet square and 3 feet deep. The openings in the iron grate are 5 inches square. A character who can reach the harp can carefully tilt it and slide it through the grate with a successful DC 18 Dexterity (Sleight of Hand) check. If this check fails by 5 or more, the harp falls back into the pit."
"This room's only door is padlocked from the outside. As an action, a character with thieves' tools can use them to try to open the lock, doing so with a successful DC 18 Dexterity (Sleight of Hand) check."
"The door to area S8, Mordenkainen's room, is sealed with an Arcane Lock spell that requires a successful DC 30 Dexterity (Sleight of Hand) check using thieves' tools to open."
"Trapped Chest. An unlocked treasure chest stands against the room's south wall. When a creature opens this chest's lid, poison-tipped darts shoot from a spring-loaded mechanism attached to the lid's underside. Each creature within 10 feet of the chest that isn't behind total cover takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw or take 22 (4d10) poison damage and have the poisoned condition for 1 hour.
A character who succeeds on a DC 20 Intelligence (Investigation) check while examining the chest spots the trap mechanism. As an action, a character can use thieves' tools to make a DC 15 Dexterity (Sleight of Hand) check to disarm the trap. Failing this check triggers the trap."
It appears that WotC is viewing Sleight of Hand as the 4e Thievery skill, used to pick pockets, open locks, and disarm traps. The latter if you have thieves tools.
Be nice if they just said that...
"The iron grate covers a pit that's 5 feet square and 3 feet deep. The openings in the iron grate are 5 inches square. A character who can reach the harp can carefully tilt it and slide it through the grate with a successful DC 18 Dexterity (Sleight of Hand) check. If this check fails by 5 or more, the harp falls back into the pit."
"This room's only door is padlocked from the outside. As an action, a character with thieves' tools can use them to try to open the lock, doing so with a successful DC 18 Dexterity (Sleight of Hand) check."
"The door to area S8, Mordenkainen's room, is sealed with an Arcane Lock spell that requires a successful DC 30 Dexterity (Sleight of Hand) check using thieves' tools to open."
"Trapped Chest. An unlocked treasure chest stands against the room's south wall. When a creature opens this chest's lid, poison-tipped darts shoot from a spring-loaded mechanism attached to the lid's underside. Each creature within 10 feet of the chest that isn't behind total cover takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw or take 22 (4d10) poison damage and have the poisoned condition for 1 hour.
A character who succeeds on a DC 20 Intelligence (Investigation) check while examining the chest spots the trap mechanism. As an action, a character can use thieves' tools to make a DC 15 Dexterity (Sleight of Hand) check to disarm the trap. Failing this check triggers the trap."
It appears that WotC is viewing Sleight of Hand as the 4e Thievery skill, used to pick pockets, open locks, and disarm traps. The latter if you have thieves tools.
Be nice if they just said that...