Free tables Natural 20 — skill checks
Natural 20 Table — Sleight of Hand Skill Checks, d20
A free d20 table for a natural 20 on a Sleight of Hand check in 5e. Twenty outcomes, from solid to legendary.
A natural 20 on a skill check is not a critical success in fifth edition — criticals apply to attack rolls only, and a 20 on a check is simply a 20. Which is why a legendary roll so often feels like nothing happened. This table gives it somewhere to land.
Twenty results written for Sleight of Hand specifically. A legendary Sleight of Hand roll has nothing in common with a legendary roll at anything else, which is why there are eighteen of these and not one.
Roll d20 when a player rolls a natural 20 on a skill check and succeeding quietly would be a waste.
Severity tiers
Each result names its tier, so you can see at a glance how bad a roll was without decoding a colour.
- Solid 1–10 — Cleanly done, with something small to show for it.
- Impressive 11–17 — Better than anyone expected. Momentum, or an obstacle gone.
- Legendary 18–20 — Scene-shaping. The kind of success people repeat afterwards.
The table
20 results. Roll d20.
| d20 | Result | Tier | What happens |
|---|---|---|---|
| 1 | Clean Lift | Solid | Nobody noticed a thing. No extra effect beyond a job well done. |
| 2 | Nothing Rattled | Solid | You make no sound doing it, whatever you were handling. |
| 3 | Took Two | Solid | You come away with a second small item as well, the DM's choice. |
| 4 | Left No Trace | Solid | Nothing is out of place. Nobody will realise anything is missing until you want them to. |
| 5 | Quick Fingers | Solid | The whole thing costs you no action — fold it into something else you were doing. |
| 6 | Felt the Shape | Solid | You learn one thing about the item you couldn't have seen: its weight, a hidden catch, whether it's warded. |
| 7 | Planted Instead | Solid | If you wanted to put something *into* a pocket rather than take it out, that also works perfectly. |
| 8 | Steady | Solid | You have advantage on your next Sleight of Hand or tool check this scene. |
| 9 | Covered | Solid | One ally nearby is credited with your distraction, and is not suspected either. |
| 10 | Knew the Pocket | Solid | You get exactly the item you were after, even though you couldn't have known where it was. |
| 11 | Under Their Nose | Impressive | You do it while being directly watched, and the watcher is certain nothing happened. |
| 12 | Swapped It | Impressive | You leave a convincing substitute behind. The theft won't be discovered until someone tries to use it. |
| 13 | Took the Set | Impressive | You come away with everything of that kind the target was carrying, not just one. |
| 14 | Disarmed | Impressive | If the target was armed, the weapon is now yours, and they haven't noticed yet. |
| 15 | Blamed Someone Else | Impressive | When it is eventually discovered, the evidence points squarely at a third party of your choosing. |
| 16 | Read the Room | Impressive | You learn what else the target is carrying — everything of note, in detail. |
| 17 | In and Out | Impressive | You may repeat the same trick on one additional target this scene without rolling. |
| 18 | The Perfect Job | Legendary | Nobody will ever connect this to you. Not on investigation, not on divination, not on a confession. The DM should honour that. |
| 19 | Took the Thing That Mattered | Legendary | You come away with the one object in the target's possession that matters most to the story. The DM decides what it is, and it should genuinely change something. |
| 20 | The One They'll Talk About | Legendary | You lift something that could not have been lifted — from a locked case, a sleeping dragon, a god's own altar. It is yours, it is clean, and the story of it will outlive you. |
Questions
Is a natural 20 a critical success on a skill check?
Not by the rules. Criticals apply to attack rolls. A 20 on a check is a 20 — which is why a spectacular roll so often produces a shrug. This table is the house rule that fixes that.
Does a natural 20 automatically succeed?
No. On an ability check there is no automatic success — if the DC is 25 and your total is 22, you failed with a 20.
The rest of this set
- Natural 20 Table — Athletics Skill Checks, d20
- Natural 20 Table — Acrobatics Skill Checks, d20
- Natural 20 Table — Stealth Skill Checks, d20
- Natural 20 Table — Arcana Skill Checks, d20
- Natural 20 Table — History Skill Checks, d20
- Natural 20 Table — Investigation Skill Checks, d20
- Natural 20 Table — Nature Skill Checks, d20
- Natural 20 Table — Religion Skill Checks, d20
- Natural 20 Table — Animal Handling Skill Checks, d20
- Natural 20 Table — Insight Skill Checks, d20
- Natural 20 Table — Medicine Skill Checks, d20
- Natural 20 Table — Perception Skill Checks, d20
- Natural 20 Table — Survival Skill Checks, d20
- Natural 20 Table — Deception Skill Checks, d20
- Natural 20 Table — Intimidation Skill Checks, d20
- Natural 20 Table — Performance Skill Checks, d20
- Natural 20 Table — Persuasion Skill Checks, d20