[Basic version](https://a5e.tabletopbytheik.nl/compendium/items/thieves_tools)
**Type:** Misc Tool
**Main Uses:** Locks and Traps
**[Enchanting](https://a5e.tools/rules/crafting-magic-items):** N/A
**Journey Activities:** N/A
**Xanathar's Skill Bonuses:**
- [[03-Mechanics/6-Ability Scores/History|History]]: Your knowledge of traps grants you an expertise die when answering questions about locations that are renowned for their traps.
- [[03-Mechanics/6-Ability Scores/Investigation|Investigation]] and [[03-Mechanics/6-Ability Scores/Perception|Perception]]: You have advantage when looking for traps, because you have learned a variety of common signs that betray their presence.
**Xanathar's Other Uses:**
- **Set a Trap.** Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
| Activity | DC |
| -------------- | ------ |
| Pick a lock | Varies |
| Disable a trap | Varies |
# Master Poisoner's Kit
60 gp, 20 lb.
Pick locks, disarm traps, and apply countermeasures. These are the true tools of the trade for thieves and burglars.
### Components
A bag of fine white powder, a folding 10-foot pole, a hook, a cat’s paw tool, a small file, a set of lock picks, a pair of long tongs, a small mirror mounted to an extendable metal rod, a set of narrow-bladed shears, a glass cutter, pliers, a key ring, a small scale with precise weights, and 100 feet of waxed linen line.
### Special Uses
**Quick Pick.** Cheap and simple locks commonly found on foot lockers or on the doors of poor homes no longer pose a challenge to you. With 1 minute of work using thieves' tools, you can automatically open any simple lock or disarm any uncomplicated mechanism with a DC of 13 or lower.
**Concealed Device.** As part of a short rest, you may add a concealed trap to an object. For example, you may add a hidden divot to a goblet that mixes the contents with poison when it is filled above a certain point, or you may set a door to create a loud noise when opened, alerting those nearby. The trap may be discovered with a successful Investigation (INT) check versus a DC equal to 8 + your proficiency bonus + your Intelligence modifier. The GM should determine how much damage the trap deals according to the materials used in creating it and the trap’s level of danger.