![]() ![]() ![]() Gaining +5 to all sleight of hand checks is an absolutely huge advantage, whether you’re playing in a more old-school-inspired, trap-infested game with higher lethality and a DM who always asks “so, how exactly do you disarm the trap?”, or a much more cinematic game. Personally, I think they made a terrible mistake. But Gloves of Thievery grant a +5 bonus, which is huge, implying that the designer thought that these gloves had a niche enough application to justify such a high bonus. ![]() There’s a reason why D&D (a game that is at the very barest minimum ⅓ about combat) more or less caps magic weapons in the rules as written at +3 bonuses. Gloves of Thievery are a great example of a 5e design trend where, the more specific the designer thinks a tool is going to be, the better it becomes in that situation.Ī +1 magic sword which you might swing half a dozen times during a combat is still a good bonus because it’s always ever so slightly bumping up your average roll. Gloves of Thievery appear in the 5e Dungeon Master’s Guide as part of Random Item Table F ( page 146), alongside stuff like the Wand of Web, Winged Boots, and Bracers of Archery.Įssentially, it falls in among the other uncommon wondrous items that typically grant some reasonable bonus or new ability, while staying out of the kind of potential power spikes afforded by the stuff on Random Item Table G (it gets crazy over there). ![]() Common Questions About Gloves of Thievery. ![]()
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