D&D (2024) How do I disarm traps? Does Thieves' Tools do anything?

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...
 

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"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."
One thing I struggle to conceptualize in the fiction is how a mundane set of thieves' tools can defeat a magic spell. Like, what is the character actually doing in this instance? Is it purely a game mechanic thing, or can it be given a reasonable explanation within the context of the game?
 


One thing I struggle to conceptualize in the fiction is how a mundane set of thieves' tools can defeat a magic spell. Like, what is the character actually doing in this instance? Is it purely a game mechanic thing, or can it be given a reasonable explanation within the context of the game?
DC 30 considered nearly impossible. A 13th level character with a 20 Dex still needs to roll a 20 to succeed. It's realistically only achievable with expertise in sleight of hand and bonuses like guidance. Basically, if you are good enough to hit 10 over a natural 20, your thief tools can defeat a 2nd level spell.
 

Yep. Makes you wonder why they didn't... I swear, they just like screwing with us. [emoji2369]
I'm thinking I'm going to have to make my own list of common skill uses and action needed and typical DCs based on the various rules scattered through the PHB and DMG.

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DC 30 considered nearly impossible. A 13th level character with a 20 Dex still needs to roll a 20 to succeed. It's realistically only achievable with expertise in sleight of hand and bonuses like guidance. Basically, if you are good enough to hit 10 over a natural 20, your thief tools can defeat a 2nd level spell.
That doesn't help explain how to visualize it in the game fiction.
 

One thing I struggle to conceptualize in the fiction is how a mundane set of thieves' tools can defeat a magic spell. Like, what is the character actually doing in this instance? Is it purely a game mechanic thing, or can it be given a reasonable explanation within the context of the game?
They are defacing the glyph that anchors the spell. At least that is how I read it.

For the record the way I intend to proceed the DCs referenced in the Rules Glossary, I consider reference only. They set an expectation of the average. The specific may be different.
As for locks, if proficient in Thieves tools I will allow the check with proficiency, with advantage if both tools and Sleight of Hand. Also, if Sleight of hand only will allow proficiency, some locks may require thieves tools.
 


But why do you need proficiency in thieves' tools for that? Shouldn't anyone be able to deface the glyph? Wouldn't having proficiency in Arcana make more sense?
I suspect backward compatibility, a lot of 2014 D&D allowed the used of thieves tools to disarm magical traps, as all traps are called out as being disarmable with theives tools by default. The example of the fire emitting statue in the new DMG, specifically calls out Arcana to id the glyph as the source of the fire emission and once identified any sharp tool can deface the glyph to disarm the trap, no further check required.
 

I suspect backward compatibility, a lot of 2014 D&D allowed the used of thieves tools to disarm magical traps, as all traps are called out as being disarmable with theives tools by default.
Yes, I struggled to visualize it pre-2024 revision as well.

The example of the fire emitting statue in the new DMG, specifically calls out Arcana to id the glyph as the source of the fire emission and once identified any sharp tool can deface the glyph to disarm the trap, no further check required.
Good catch! I missed that. Thanks.
 

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