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On Locks and Lockpicking

his product is intended for both players Sources


T and Dungeon Masters to lay out the rules This document is a combination of official fifth
for lockpicking and to provide additional items
edition and homebrew materials. Items, spells,
such as mundane and magical locks, lockpick-
and rules from official sources have a super-
ing tools, and spell options. The following sec-
script which notes their source. These sources
tions are included:
and their superscript codes include:
 The Rules. This is a summary of the official
 DMG. Dungeon Master’s Guide
rules (Rules as Written), unofficial rules
(Rules as Intended), and a few homebrew  EGW. Explorer’s Guide to Wildemount
rules related to locks and lockpicking.  ERLW. Eberron: Rising from the Last War
 The Art. This summarizes the various ways  MTF. Mordenkainen’s Tome of Foes
to gain proficiency in thieves’ tools.  GGR. Guildmaster’s Guide to Ravnica
 The Locks. This provides several mundane  PHB. Player’s Handbook
and magical locks.  SCAG. Sword Coast Adventurer’s Guide
 The Tools. This is a summary of various  TCE. Tasha’s Cauldron of Everything
tools used in lockpicking.  VRGR. Van Richten’s Guide to Ravenloft
 The Spells. Several spells can be used to  XGE. Xanathar’s Guide to Everything
either lock or unlock objects. Some of the homebrew materials are based on
 Waterdeep. While every city of size likely has items in the following legacy publications:
locksmiths, this provides details on the City
of Splendors’ locksmith guild and its most  Dragon Magazine 239 (1997)
famous lock merchant.  Dragon Magazine 271 (2000)
 Dragon Magazine 304 (2003)
 Dungeon Master’s Guide (AD&D 2nd edition)
 The Complete Thief’s Handbook (AD&D 2nd
edition)
These additional resources were also used:
 City of Splendors (AD&D 2nd edition)
 Volo’s Guide to Waterdeep (AD&D 2nd edi-
tion)

Credits
By: Firbolg Factory

Art: Certain art by Johannes Jacobsz van den


Aveele. Waterdeep map Cartography Stock Art
© by Derek Ruiz / Elven Tower Cartography.

v 1.1

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The Rules
efore we get into anything else, a review  Tool – Chapter 5 of the Player’s Handbook.
B of the rules of lockpicking may be benefi- Under the description of a tool (thieves’ tools
cial. are tools): “A tool helps you to do something
you couldn’t otherwise do, such as craft or
The Picker repair an item, forge a document, or pick a
lock.”
First, let’s discuss who can pick a lock. Per- It doesn’t say that you need proficiency
haps the single most important question when with the tool to use it...just that the tool is
it comes to lockpicking is “can someone with- required.
out proficiency in thieves’ tools attempt to pick
a lock”? To avoid confusion, it is helpful if the Based on these points, it is the author’s opinion
DM declares at the beginning of a campaign that the rules are clear – to pick a lock, not only
whether proficiency with thieves’ tools is does a character need to have thieves’ tools,
required to even attempt a pick. but it must also be proficient with them; how-
ever...
Rules as Written
The requirement for proficiency in thieves’ Rules as Intended
tools to attempt to pick a lock is discussed in a While the Rules as Written are clear in a few
few different places: places, Rules as Intended are in direct opposi-
tion. There’s two unofficial Sage Advice tweets
 Working Together – Chapter 7 of the by prominent D&D staff that state a character
Player’s Handbook. Where it discusses does not need proficiency in thieves’ tools to
working together to provide advantage on an use them.
ability check: “For example, trying to open a
lock requires proficiency with thieves'  “Is it necessary to have proficiency in thieves’
tools…” tools to use them? nope – you can still use
This, in the author’s opinion, is very clear. them, just without the proficiency bonus.”
 Locked Doors – Chapter 5 of the Dungeon Mike Mearls, 2014.
Master’s Guide. Where it discusses picking  “Proficiency isn't required to use a tool,
locked doors: “...doing so requires thieves’ unless that tool's description says otherwise.”
tools and proficiency in their use”. Jeremy Crawford, 2018.
This is also very clear when it comes to Based on this, it brings the author back to the
locked doors; although one could make the idea that it just all boils down to however the
feeble argument that it doesn’t really address DM wants to play it, so long as its a consistent
the adventuring gear item ‘lock’. rule.
 Lock – Chapter 5 of the Player’s Handbook.
Where it lists the description of a lock “...a
creature proficient with thieves’ tools can
pick this lock…”
Nowhere does it say that a creature with-
out proficiency can pick the lock. Some argue
that assumption is adding to the rules and it
makes the language pointless.
The Act of Picking Group Picking Attempts
It is also helpful if the DM declares how group
Typically, attempting to pick a lock is per- checks are performed in scenarios where multi-
formed when a character uses thieves’ tools ple party members attempt to pick a lock.
and takes the Use an Object as its action to use Chapter 7’s “Working Together” of the Player’s
the tools, attempting to pick a lock. At that Handbook discusses working together. Is only
point, a Dexterity check is performed and com- one attempt allowed (with advantage if other
pared to the DC of the lock itself. characters help)? Is a group check made by all
Note that the Dexterity check comes from the those attempting and a success occurs if at
lock item description in the Player’s Handbook least half the group succeeds?
and the paragraph on locked doors in the Dun-
geon Master’s Guide – it could well be that Ones and Twenties
there are locks that don’t allow this bonus or
that require a different ability check, such as Critical Successes
combination locks.
As there is no official critical success when it
The Math. When attempting to pick a lock
comes to skill checks, what happens when a
using thieves’ tools, a character typically rolls a
player rolls a natural 20 is up to the DM. Treat-
d20 (or two d20’s if it has advantage/disadvan-
ment for mundane locks is rather simple, a crit
tage), then adds:
may unlock the lock regardless of DC. More
 The character’s Dexterity modifier (or other interesting though is what happens with magi-
ability if applicable to a specific type of lock). cal locks. Does the character manipulate the
 The character’s proficiency bonus if it is profi- lock so deftly with exactly the right pick that the
cient with thieves’ tools (or twice the profi- magic thinks its the actual key? Its up to the
ciency bonus if it has expertise). DM.
 Any racial/class bonuses (see sidebar below)
 Any item bonuses such as +5 from gloves of
Critical Failures
thievery. Similarly, what happens when a player rolls a
 Any magical bonuses such as +1d4 from the natural 1? This is also up to the DM and ranges
guidance cantrip. from nothing to whatever the DM chooses. Do
the tumblers seize up or perhaps the pick
The author has seen a variety of homebrew breaks off inside the lock, making additional
rules that prohibit lockpicking in combat, or picking impossible without disassembling the
disadvantage if the character took damage the lock?
round prior, etc. While definitely not needed, it
may be beneficial if the DM has a response to Breaking a Lock
these types of scenarios.
So what happens when no one in the group has
There are several racial and class features that thieves’ tools or a magical means to unlock a
affect skill checks such as a rogue’s Reliable lock? You smash. Brute force is an option. For
Talent, artificers Flash of Genius, a bard’s Bardic simplicity, these rules might be used:
Inspiration, or a hobgoblin’s Saving Face.
 The lock’s DC to pick can also be used as the
DC to break the lock if the character makes a
Repeated Picking Attempts successful Strength (Athletics) check, by
To avoid confusion, it is helpful if the DM attempting to smash the lock with an object
declares at the beginning of a campaign such as a hammer, maul, or other device that
whether lockpicking attempts can be repeated. causes bludgeoning damage.
Can characters just keep trying until they suc-  So long as the lock has an exposed shackle, a
ceed, and if so, what’s the point of the check at character may attempt a brute force attack by
all? Chapter 8 of the Dungeon Master’s Guide using two customized crowbars in tandem to
discusses multiple ability checks; however, break the shackle. By doing so, the character
treatment is left to the DM. may have advantage on Strength checks to
break the lock.

3
On Locks and Lockpicking
The Art
hose who pick call it an art, but how does
T a character learn to pick locks in the first Backgrounds
place? Proficiency in thieves’ tools can be  Criminal PHB
obtained from a variety of sources.  Grinner EGW
Classes  Investigator VRGR
 Urban Bounty Hunter SCAG
Artificers ERLW / TCE  Urchin PHB
 Customizing a Background PHB – Using this
Class Perk. All artificers gain proficiency in rule, any character can replace one feature
thieves’ tools upon character creation or multi- with any other one, choose any two skills,
classing into artificer. and choose a total of two tool proficiencies or
Rogues PHB languages from the sample backgrounds.
Class Perk. All rogues gain proficiency in
thieves’ tools upon character creation or multi-
Origin
classing into rogue. Rogues also have some The “Customizing Your Origin” rules in
additional bonuses when it comes to profi- Tasha’s Cauldron of Everything can be used to
ciency with thieves’ tools. replace one standard armor, weapon, or tool
Expertise. At level 1, rogues also have the proficiency (whether its from their background
choice of choosing two skill proficiencies or or a race/class feature) with proficiency in
one skill proficiency and their proficiency with thieves’ tools.
thieves’ tools. Their proficiency bonus is dou-
bled for any check they make with those cho- Feats
sen proficiencies.
Thief’s Fast Hands. At level 3, a thief can Prodigy XGE
use a bonus action to use its thieves tools to This feat allows humans, half-orcs, and half-elfs
open a lock.
to gain proficiency in one skill, tool, or lan-
Arcane Trickster’s Mage Hand Legerde- guage; and also gain expertise in one skill in
main. At 3rd level, an arcane trickster can use
which the character has proficiency with.
its thieves’ tools at range.
Skilled PHB
Races This feat allows a character to select three
 Githyanki MTF
– Decadent Mastery provides additional tool or skill proficiencies.
proficiency in one skill or tool.
 Mark of Warding Dwarves ERLW – Warder’s
Training
Intuition provides a 1d4 bonus to thieves’ The Training downtime activity in Xanathar’s
tool ability checks. Guide to Everything allows a character to
 Vedalken GGR – Tireless Precision provides receive training in a language or tool; which
proficiency in a tool and a 1d4 bonus to gives characters the opportunity to gain profi-
checks with that tool. ciency throughout their adventuring careers.
 Warforged ERLW – Specialized Design pro-
vides one skill and one tool proficiency.

4
On Locks and Lockpicking
The Locks
L one
ocks come in all variety, although only
mundane lock is included in the
Alternate Quality Rating
Player’s Handbook. As suggested in the last sentence of the ‘lock’
item, alternate quality ratings can be assigned
Mundane Items to any lock. This alternate rating system has
been used in various forms through several edi-
Lock PHB tions of D&D.
Type: Adventuring Gear Cost: 10 gp The quality of a lock cannot typically be dis-
Weight: 1 lb cerned just by looking at it. A crafter’s trick is to
disguise the difficulty of the lock by housing it
A key is provided with the lock. Without the
in a cheap-looking housing. A thief can learn
key, a creature proficient with thieves' tools can
the quality of a lock by attempting to pick it.
pick this lock with a successful DC 15 Dexterity
check. Your DM may decide that better locks Lock Quality Rating
are available for higher prices.
d100 Quality DC Adjustment
Enhanced Lock 1-5 Wretched* -10
Type: Adventuring Gear Cost: 25 gp 6-25 Poor* -5
Weight: 1 lb 26-75 Good* 0
This lock is reinforced with hardened steel fit- 76-85 Excellent +5
tings to be exceptionally resilient. Two keys are 96-99 Superior +10
provided with the lock. Without a key, a crea- 100 Masterful +15
ture proficient with thieves' tools can pick this
lock with a successful DC 20 Dexterity check. *If improvised thieves’ tools are allowed, picking attempts
with those tools may be limited to these quality locks.
Premium Lock Star Rating
Type: Adventuring Gear Cost: 100 gp
As a mark of quality, the Splendid Order of
Weight: 1 lb
Armorers, Locksmiths, and Finesmiths typically
This lock is reinforced with adamantine and assigns their locks with a star rating; the number
mithral, to be exceptionally resilient and resis- of stars denotes quality. See the Waterdeep
tant to most corrosion. Two keys are provided section for more details.
with the lock. Without a key, a creature profi-
cient with thieves' tools can pick this lock with
a successful DC 25 Dexterity check.

Masterwork Lock
Type: Adventuring Gear Cost: 250 gp
Weight: 1 lb
This lock is primarily made out of adamantine
and mithral, to be exceptionally resilient and
immune to most corrosion. Two keys are pro-
vided with the lock. Without a key, a creature
proficient with thieves' tools can pick this lock
with a successful DC 30 Dexterity check.

5
On Locks and Lockpicking
Combination Locks Embedded Locks
The DM may wish to allow the existence of While the mundane ‘lock’ item itself may be the
combination locks in the campaign world (espe- most common type of security device, there are
cially on safes or perhaps dwarven or gnomish other items that can be picked including all
vault doors). Such locks are typically higher variety of doors, chests, manacles, and perhaps
quality. even locked book bindings.
Picking. As picking combination locks may
be a significantly different process than key Manacles PHB
locks (although some may be designed with a Type: Adventuring Gear Cost: 2 gp
small pinhole over-ride that can be picked with Weight: 6 lb
traditional tools), alternative picking rules may
These metal restraints can bind a Small or
be considered. At the DM’s option, picking a
Medium creature. Escaping the manacles
combination lock may rely on perception, both
requires a successful DC 20 Dexterity check.
audio and touch. When using a stethoscope
Breaking them requires a successful DC 20
and physically touching the lock with bare
Strength check. Each set of manacles comes
hands, the noise and vibration of tumblers fall-
with one key. Without the key, a creature profi-
ing into place may be detected. A few variant
cient with thieves' tools can pick the manacles'
rules may be used:
lock with a successful DC 15 Dexterity check.
 Alternate ability check. The lock requires a Manacles have 15 hit points.
Wisdom (Perception) check instead of a Dex-
terity check. It may be worth determining what actually breaks
 Greater-of ability check. The higher of a on a successful Strength check. Do the cuffs actu-
character’s Wisdom (Perception) bonus or ally open, or does the chain break, leaving the
Dexterity bonus may be used in the check. actual cuffs on the character? The author typically
rules that the chain breaks, giving characters full
 Additional bonus ability check. A charac-
freedom of movement, but the cuffs themselves
ter’s Wisdom (Perception) bonus may be
must be sawed off or picked at a later time.
added to the check, in addition to the charac-
ter’s Dexterity bonus (this has the conse-
quence of making combination locks signifi- Appearance
cantly easier to open than key locks).
So what does the lock actually look like? The
How and when the character obtains a stetho- answers are only limited to the DM’s imagina-
scope is up to the DM and player, but it is also tion. For some inspiration, the author suggests
included in masterwork thieves’ tools noted the ‘Lock, Stock, and Barrel’ article in Dragon
later in this publication. Magazine 271.

6
On Locks and Lockpicking
Magic Locks Arcane Masterwork Lock
Wondrous item, very rare
While only one magical lock currently exists as
a stand-alone item in fifth edition, legacy edi- This lock is primarily made out of adamantine
tions included numerous types of magical locks and mithral, to be exceptionally resilient and
(especially Dragon Magazine 239), several of immune to most corrosion. A single magical
which are brought forward to fifth edition key is provided with the lock.
below. Unless otherwise noted for a specific Pick Lock. The lock is reinforced with a
lock, some general characteristics of magical modified arcane lock spell, preventing any
locks include: mundane attempts to open the lock. While the
key is inserted in the lock, the spell is sup-
 A lock can be used with various doors, gates, pressed and the lock can be opened normally.
chests, boxes, or similar containers. Other magical means may suppress the pick
 The lock's powers and defense can be com- lock feature. If so; without a key, a creature pro-
pletely bypassed or avoided if the appropriate ficient with thieves' tools can pick this lock with
key or command word (if applicable) is used. a successful DC 30 Dexterity check.
As with magic weapons, spells like dispel
magic will typically not negate the lock's For Waterdeep’s nobility and merchants, this is
effects or prevent their activation. the gold standard of locks and is typically used to
secure the most valuable of items in containers
Some locks have a Triggered Event: which are also often magically warded and
 Unless otherwise noted, the lock can be guarded. An object secured with this device is
picked, but if a picking attempt fails, or the surely to be valuable.
lock is subjected to similar forms of tamper- Crafted by the Splendid Order of Armorers,
Locksmiths, and Finesmiths and enchanted by
ing, the lock's effects are triggered.
the Watchful Order of Magists and Protectors,
 A lock's powers extend to the enclosure this lock is only available for purchase by special
which it secures, so tampering with the ordered from The Golden Key (see Waterdeep
enclosure in order to avoid the lock is section for additional details).
regarded as a failed picking attempt, and
automatically triggers the lock's powers.
 Attempting to open or bypass the lock via Lock of Binding
magical means (such as the knock spell or a Wondrous item, common
chime of opening) is considered tampering This lock has a false keyhole with the actual
and triggers the lock's magic. The magic keyhole in a random spot on the side of the
used in the bypass attempt fails in any case. lock, concealed by an illusion (equivalent to the
 The lock's magic is continuous; even if trig- illusory object function of the minor illusion
gered, the magic automatically resets itself, spell) to make it appear as plain as the rest of
enabling it to be triggered an indefinite num- the lock. Any object inserted into the false key-
ber of times. hole springs a small clamp which locks the
object in place, causing a lockpick to break if
Lock of Trickery XGE pulled out. At the same time, an internal mech-
Wondrous item, common anism trips, permanently locking the tumblers
This lock appears to be an ordinary lock (of the in place. Once tripped, the lock can only be
type described in chapter 5 of the Player’s opened by magical means, or be destroyed.
Handbook) and comes with a single key. The
tumblers in this lock magically adjust to thwart
burglars. Dexterity checks made to pick the
lock have disadvantage.

7
On Locks and Lockpicking
Lock of Many Faces Lock of Cages
Wondrous item, rare Wondrous item, very rare
This fanciful lock is fashioned so that its front This lock usually appears as a large iron pad-
surface forms a human face with its mouth as lock with six one-inch hollow cubes or studs
the locks keyhole. The face functions differ- raised on its front surface that form a ring
ently, depending on the type of lock. around its keyhole.
Triggered Event. If anything but the proper Triggered Event. Up to six creatures (and
key is inserted into the keyhole, the lock trig- their belongings) within 10 inches of the lock
gers its event; which is unique to the lock: are instantly reduced and teleported inside the
six raised cubes, one creature per cube (though
 The Riddler. There are no tumblers or any each victim receives a save vs. spells to resist
pickable objects inside the keyhole. When the effect). If there are more than six creatures
any object is inserted, the locks face ani- within the lock's range, victims are determined
mates and, in a sly but jovial voice, speaks a randomly, though the creature who actually
riddle (of the DM’s choice). If the riddle is triggered the lock's magic, if in range, is auto-
answered correctly, the magical energy field matically counted as one of the six.
vanishes and the lock snaps open. Subse- Once inside a cube, victims are held in a form
quent attempts to bypass the magical field of suspended animation akin to temporal sta-
causes the riddle to be repeated. sis. As such, victims are unable to escape with-
 The Shearer. When any object other than the out help from an outside source. While so
appropriate key enters its keyhole, the locks trapped, however, victims do not age or need
face animates, its mouth clamping down on nourishment, and they continue to survive
the intruding object, shearing off the portion indefinitely.
of the instrument that entered the keyhole. Trapped victims can be freed in one of sev-
Immediately thereafter, the “mouth” per- eral ways, as follows:
forms a chewing motion, and shortly after
that, the sheared piece of the object, mangled  If the command word is spoken and the
and ruined, is spat out onto the floor. Once appropriate cube or stud is touched (which
this routine has been complete, the locks face does not trigger the locks magic), the victim
resumes visage until the next object is placed held within that particular cube is freed and
in its mouth. returned to its actual size. Since there is no
 The Screamer. When triggered, the lock’s way to determine which cube holds a victim,
“mouth” begins to scream and howl in alarm, several attempts may be necessary to free the
its cries clearly audible to a distance of 100 desired captive, and there is no guarantee
yards, minus 10 yards for every closed door that, once freed, an unknown captive will be
or solid barrier it must pass through. The on friendly terms with its rescuer.
lock continues to shriek until the command  If the lock is destroyed, all creatures trapped
word is spoken or the appropriate key is in the cubes are freed and returned to their
placed in its keyhole. In either case, the true size. However, each captive must make a
magic is reset, allowing it to be triggered successful DC 10 Constitution saving throw
anew. Note that a screamer can be opened or be reduced to 0 hit points in the process.
with a knock spell or picked normally, though Furthermore, an attack directed against the
doing so still activates its magic. Dispel lock that fails to destroy it triggers its magic
magic has no affect on the locks howling, a and possibly traps the attacker as well.
silence, 15' radius spell or similar power is  If all of the cubes are occupied when the
effective while its duration lasts. magic is triggered, a current occupant is
freed (and returned to normal size) in order
to make room for the new captive. Freed vic-
tims are determined randomly, so several
activations may be needed in order to free
the desired captive. But again, a freed crea-
ture might be hostile.

8
On Locks and Lockpicking
Lock of Curses Lock of Etherealness
Wondrous item, rare Wondrous item, very rare
Contrary to what its name suggests, this lock is This lock is specifically designed to be used on
not itself cursed. a box, chest, coffer, or similar container, as the
Triggered Event. A curse is bestowed upon nature of its magic makes it impractical for use
the creature that triggers its magic. The lock as a door lock.
does not have a predetermined curse; instead, Triggered Event. The lock, the container,
when the lock is triggered, the curse is person- and anything held therein immediately become
alized according to the situation that triggered ethereal, spirited away from the would-be thief.
it. For example, a thief who triggers the curse The container can be followed to the Ethereal
while trying to pick the lock may find that sub- plane (if the means to do so are available), but if
sequent picking attempts are at reduced the lock is triggered there, it returns to its for-
chances; or a mage who uses a knock spell on mer resting place on the Prime Material plane.
the lock may be cursed so that future castings This shifting back and forth between planes
of that spell always fail. The exact nature of the continues until the lock is successfully opened
curse is left up to the DM, but it can be or the looter gives up.
removed by the usual means such as the In addition to enabling the lock to be opened
remove curse spell. without triggering its magic, the appropriate
A lock of curses can be opened or bypassed key can be used to recall a container that was
as a standard nonmagical lock. Thus, the usual previously transported to the Ethereal plane, or
magical or mundane methods used to open to draw it into the Ethereal plane if the key-
locks are effective against it. The curse, how- holder is already there. In both cases, the con-
ever, is simply bestowed upon those who would tainer appears near enough to the key-holder to
use such methods. Opening the lock with the allow immediate access to it.
appropriate key is the only way to avoid the
curse completely. Lock of Exploding
Wondrous item, very rare
Lock of Elemental This lock often looks larger than a typical lock,
Guardians sometimes with elaborate metal decorations.
Triggered Event. This metal lock explodes
Wondrous item, very rare
with great force, spraying the area in front of it
Unlike other locks, a lock of elemental with shrapnel. Each creature in a 10-foot-radius
guardians is a charged item which is attuned to sphere centered on that point must make a
an elemental plane (chosen at random between Dexterity saving throw. A target takes 4d4
air, earth, fire, or water), possessing 5-20 piercing damage on a failed save, or half as
charges when encountered (20 charges when much damage on a successful one.
first manufactured). When all of its charges are The explosion always blows away from the
used, it becomes a normal lock. lock’s face, thus preventing damage to the
Triggered Event. A charge is expended and enclosure that it secures. Upon exploding, the
an elemental of the appropriate sort appears lock is destroyed.
within, and is confined to within 20 feet of the
lock. The elemental proceeds to attack any
creature who enters that radius (choosing the
creature closest to the lock over all others),
save for the bearer of the lock’s key. The ele-
mental remains for 1d10+1 rounds, even if all
other creatures are dead or have left the area.
Additional elementals appear if the lock is trig-
gered on subsequent turns.

9
On Locks and Lockpicking
Triggered Event. A stored spell is cast, with
Lock of Petrification the type and level determined by the DM,
Wondrous item, very rare affecting anyone in the spell’s area of effect.
Unique among locks, this item is constructed Area spells (such as fireball) are centered on
entirely of stone, though enchantments used in the lock itself, while ranged spells (such as
its construction make it as hard as steel. magic missile) strike a random target (or tar-
Triggered Event. The offender must make a gets, if applicable) within the spell’s range.
DC 15 Constitution saving throw vs. petrifica- Touch spells affect only those creatures who
tion. Failure results in the offender’s dominant are actually in contact with the lock (or its
hand turning to stone over a period of 1d4+1 enclosure) when it is triggered. The spell uses
rounds. During this period, the offender experi- the slot level, spell save DC, spell attack bonus,
ences excruciating pain, suffering 1d4 psychic and spellcasting ability of the original caster
damage each round until the transformation is (determined by the DM if not a player charac-
complete. ter). The spell cast from the lock is no longer
The victim is incapable of performing any stored in it, freeing up space.
actions that require the use of the hand. The enclosure to which the lock is affixed is
Because the connection between the victim’s not immune and may well be destroyed by the
stone hands and flesh and bone wrists is tenu- very spell intended to protect it. For this rea-
ous at best, exposing the hands to forceful son, a lock of spell holding is typically used
blows can cause them to break off or shatter. with enclosures that can withstand any damag-
Spells such as greater restoration can ing effects the spell may produce.
remove the effect. Finally, knock spells and similar effects, as
well as lockpicking can open the lock, but such
Lock of Shadow methods do not prevent the lock from releasing
Wondrous item, rare its spell. Only the proper key can open the lock
This lock differs from most other locks, for without causing the spell to discharge.
once secured in place and a command word is
spoken, it loses its solidity, becoming noncorpo- Lock of Transference
real shadow matter. Once it assumes its Wondrous item, rare
shadow form, picks and pry bars simply pass This lock is typically used on doors, gates, and
through it, yet it continues firmly to secure the similar portals.
enclosure to which it is affixed. However, while Triggered Event. When used on a door, gate
a knock spell or similar effect is useless against or similar portal, the lock’s magic instantly tele-
the lock, the enclosure itself is not so protected, ports all of the offenders belongings, both car-
and can be broken open as usual. On the other ried and worn, to the opposite side of the bar-
hand, the proper command word causes the rier, leaving the offender completely naked.
lock to become solid, as does an antimagic field When used on chests, boxes, and the like, the
if the lock is within its area of effect. items are teleported into the container,
although the container must be large enough to
Lock of Spell Holding hold all of the offenders belongings; items that
Wondrous item, rare are too large to fit are not affected. Excess
As its name suggests, this lock can store up to items are not affected, and DMs must randomly
5 levels worth of spells at a time. When found, determine which items remain behind.
it contains 1d6−1 levels of stored spells chosen
by the DM (minimum of 1).
Any creature can cast a spell of 1st through
5th level into the lock by touching the lock as
the spell is cast. The spell has no effect, other
than to be stored in the lock. If the lock can't
hold the spell, the spell is expended without
effect. The level of the slot used to cast the spell
determines how much space it uses.

10
On Locks and Lockpicking
The Tools
Mundane Items Thieves’ Tools
Activity DC
he Player’s Handbook lists the only offi- Pick a lock Varies
T cial set of thieves’ tools and Xanathar’s Disable a trap Varies
Guide to Everything has additional rules for The following are items designed to add some
that item. At character creation, rogues are additional flavor to thieves’ tools.
given a set of thieves’ tools as starting equip-
ment; all other characters must purchase or Masterwork Thieves' Tools
otherwise acquire them. Type: Tool Cost: 150 gp Weight: 15 lbs
Thieves' Tools PHB This expanded set of tools is for serious pick-
ers. The kit contains extra tools and tools of
Type: Tool Cost: 25 gp Weight: 1 lb better make, granting you a +2 bonus to lock-
This set of tools includes a small file, a set of picking attempts. In addition to the items
lock picks, a small mirror mounted on a metal included in a standard set of thieves’ tools, it
handle, a set of narrow-bladed scissors, and a also includes:
pair of pliers. Proficiency with these tools lets
 Stethoscope. This may be useful for picking
you add your proficiency bonus to any ability
combination locks.
checks you make to disarm traps or open locks.
 A vial of acid and an application dropper.
Thieves’ Tools XGE When a mundane lock’s tumblers are
exposed to acid for at least 1 minute, the
Perhaps the most common tools used by picker may have advantage on lockpicking
adventurers, thieves’ tools are designed for attempts. If the picker then fails the lockpick-
picking locks and foiling traps. Proficiency with ing attempt, the lock is ruined and can not be
the tools also grants you a general knowledge unlocked, even with the proper key. If a
of traps and locks. picker had previously attempted to pick the
Components. Thieves’ tools include a small lock without acid and failed, it may then
file, a set of lock picks, a small mirror mounted apply acid and reattempt the pick.
on a metal handle, a set of narrow-bladed scis-  Two crowbars specifically designed to assist
sors, and a pair of pliers. in brute force attacks on exposed lock shack-
History. Your knowledge of traps grants you les. Characters have advantage on Strength
insight when answering questions about loca- checks to break a lock using this method.
tions that are renowned for their traps.
 A monocle.
Investigation and Perception. You gain
 A vial of oil and an application dropper.
additional insight when looking for traps,
 A large variety of highly customized picks.
because you have learned a variety of common
signs that betray their presence.
Set a Trap. Just as you can disable traps, you Improvised Thieves’ Tools
can also set them. As part of a short rest, you Type: Tool Cost: - Weight: -
can create a trap using items you have on hand. At DM discretion, other items may be used as
The total of your check becomes the DC for thieves tools such as a thin wire, nail, or hair
someone else’s attempt to discover or disable pin. Whether this item comes with a penalty is
the trap. The trap deals damage appropriate to also at DM discretion but the author recom-
the materials used in crafting it (such as poison mends improvised thieves’ tools be allowed
or a weapon) or damage equal to half the total based on character creativity, although at a dis-
of your check, whichever the DM deems appro- advantage and unable to unlock higher quality
priate. locks.

11
On Locks and Lockpicking
Magic Items  While holding the key, your steps are muffled,
giving you advantage on Dexterity (Stealth)
There are several official magic items that checks made to move silently.
assist with opening locks, the more common of Awakened. When the infiltrator's key reaches
which are included in this section. an awakened state, it gains the following prop-
erties:
Chime of Opening PHB
Wondrous item, rare  While holding the key, you can use a bonus
action to transform the key into a magic dag-
This hollow metal tube measures about 1 foot
ger or back into a key. While the key is in the
long and weighs 1 pound. You can strike it as
form of a dagger, you gain a +l bonus to
an action, pointing it at an object within 120
attack and damage rolls made with it, and it
feet of you that can be opened, such as a door,
returns to your hand immediately after it is
lid, or lock. The chime issues a clear tone, and
used to make a ranged attack.
one lock or latch on the object opens unless the
 While holding the key, you can use an action
sound can't reach the object. If no locks or
to cast one of the following spells from it:
latches remain, the object itself opens.
alter self, invisibility, knock, or pass without
The chime can be used ten times. After the
trace. Once a spell has been cast using the
tenth time, it cracks and becomes useless.
key, it can't be used to cast that spell again
Gloves of Thievery DMG until the next dawn.
Wondrous item, uncommon Exalted. When the infiltrator's key reaches an
These gloves are invisible while worn. While exalted state, it gains the following properties:
wearing them, you gain a +5 bonus to Dexterity  As a bonus action, you can touch the key to a
(Sleight of Hand) checks and Dexterity checks floor, wall, or ceiling that is no more than 5
made to pick locks. feet thick and cause a magical opening to
appear in the surface. When you create the
Blessings opening, you choose its length and width, up
Chapter 7 of the Dungeon Master’s Guide to 10 feet for each dimension. The opening
discusses blessings as a reward, which typically lasts until the key passes through it to the
mimic the properties of a wondrous item. Gloves other side, at which point it disappears (if a
of thievery could easily be used to base a blessing creature is in the opening when the doorway
of thievery on; bestowed by Mask, Brandobaris, or closes, the creature is safely shunted to the
some other god partial to thieves or other lock nearest unoccupied space). The key can't be
pickers. used to create another opening until the next
dawn.
Infiltrator’s Key EGW  While holding the key, you can use an action
Wondrous item, legendary (requires attunement) to cast one of the following spells from it:
dimension door, gaseous form, or mislead.
This mithral skeleton key was forged using the
Once a spell has been cast using the key, it
blood of twelve master thieves executed for try-
can't be used to cast that spell again until the
ing to steal magic items during the Age of
next dawn.
Arcanum.
Dormant. The infiltrator's key grants the fol- This magic item evolves with its wielder. Over
lowing benefits in its dormant state: time, it might unlock facets of its other capabili-
 The key can be used as thieves' tools for the ties to enter an awakened state, eventually
purpose of opening locks. When using the reaching its exalted state. The properties and
key, you are considered proficient in thieves' features gained at each new state are cumulative
tools and you have advantage on ability unless otherwise noted.
checks made to open locks.

12
On Locks and Lockpicking
Ioun Stone of Mastery PHB Master Key
Wondrous item, legendary (requires attunement) Wondrous item, very rare
An Ioun stone is named after Ioun, a god of This wand has 3 charges. While holding it, you
knowledge and prophecy revered on some can use an action to expend 1 of its charges to
worlds. Many types of Ioun stone exist, each open most mundane standard locks on contact,
type a distinct combination of shape and color. if they are not trapped. If it encounters mechan-
When you use an action to toss one of these ical or magical traps on a lock, it reveals this to
stones into the air, the stone orbits your head at the wielder without triggering them, but does
a distance of 1d3 feet and confers a benefit to not open the lock or deactivate the traps.
you. Thereafter, another creature must use an The key regains all expended charges daily at
action to grasp or net the stone to separate it midnight.
from you, either by making a successful attack
roll against AC 24 or a successful DC 24 Dex- Mystery Key XGE
terity (Acrobatics) check. You can use an action Wondrous item, common
to seize and stow the stone, ending its effect. A question mark is worked into the head of this
A stone has AC 24, 10 hit points, and resis- key. The key has a 5 percent chance of unlock-
tance to all damage. It is considered to be an ing any lock into which it’s inserted. Once it
object that is being worn while it orbits your unlocks something, the key disappears.
head.
Mastery. Your proficiency bonus increases by
1 while this pale green prism orbits your head.

Living Gloves ERLW


Wondrous item, uncommon (requires attunement)
These symbiotic gloves-made of thin chitin and
sinew-pulse with a life of their own. To attune
to them, you must wear them for the entire
attunement period, during which the gloves Stone of Good Luck
bond with your skin.
While attuned to these gloves, you gain one of (Luckstone) PHB
the following proficiencies (your choice when Wondrous item, uncommon (requires attunement)
you attune to the gloves): While this polished agate is on your person,
 Sleight of Hand you gain a +1 bonus to ability checks and sav-
 Thieves' tools ing throws.
 One kind of artisan's tools of your choice
 One kind of musical instrument of your
choice
When you make an ability check using the cho-
sen proficiency, you add double your profi-
ciency bonus to the check, instead of your nor-
mal proficiency bonus.
Symbiotic Nature. The gloves can't be
removed from you while you're attuned to
them, and you can't voluntarily end your attune-
ment to them. If you're targeted by a spell that
ends a curse, your attunement to the gloves
ends, and they can be removed.

13
On Locks and Lockpicking
The Spells
variety of spells directly affect locks or 10 + the spell's level. On a successful check,
A lockpicking attempts. A few are summa- the spell ends.
rized in this section. There are also other spells At Higher Levels. When you cast this spell
like enhance ability that provide advantage on using a spell slot of 4th level or higher, you
any Dexterity check. automatically end the effects of a spell on the
target if the spell's level is equal to or less than
Arcane Lock PHB the level of the spell slot you used.
2nd-level abjuration
Casting Time: 1 action
Guidance PHB
Range: Touch Cantrip divination
Components: V, S, M (gold dust worth at least Casting Time: 1 action
25 gp, which the spell consumes) Range: Touch
Duration: Until dispelled Components: V, S
Classes: Artificer, Wizard Duration: 1 minute (concentration)
You touch a closed door, window, gate, chest, Classes: Artificer, Cleric, Druid
or other entryway, and it becomes locked for You touch one willing creature. Once before the
the duration. You and the creatures you desig- spell ends, the target can roll a d4 and add the
nate when you cast this spell can open the number rolled to one ability check of its choice.
object normally. You can also set a password It can roll the die before or after making the
that, when spoken within 5 feet of the object, ability check. The spell then ends.
suppresses this spell for 1 minute. Otherwise, it
is impassable until it is broken or the spell is Knock PHB
dispelled or suppressed. Casting knock on the 2nd-level transmutation
object suppresses arcane lock for 10 minutes. Casting Time: 1 action
While affected by this spell, the object is Range: 60 ft
more difficult to break or force open; the DC to Components: V
break it or pick any locks on it increases by 10. Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
Guards and Wards. This 6th-level spell allows
the caster to apply arcane lock to all doors within Choose an object that you can see within range.
the protected area. The object can be a door, a box, a chest, a set of
manacles, a padlock, or another object that
contains a mundane or magical means that pre-
Dispel Magic PHB vents access.
3rd-level abjuration A target that is held shut by a mundane lock
Casting Time: 1 action or that is stuck or barred becomes unlocked,
Range: 120 ft unstuck, or unbarred. If the object has multiple
Components: V, S locks, only one of them is unlocked.
Duration: Instantaneous If you choose a target that is held shut with
Classes: Artificer, Bard, Cleric (arcana and arcane lock, that spell is suppressed for 10 min-
trickery domains), Druid, Paladin (oath of utes, during which time the target can be
devotion), Sorcerer, Warlock, Wizard opened and shut normally.
Choose one creature, object, or magical effect When you cast the spell, a loud knock, audi-
within range. Any spell of 3rd level or lower on ble from as far away as 300 feet, emanates
the target ends. For each spell of 4th level or from the target object.
higher on the target, make an ability check
using your spellcasting ability. The DC equals

14
On Locks and Lockpicking
Waterdeep
Locksmith’s Stores Locksmith’s Guilds
Every good locksmith’s store not only sells a Most cities and large towns have some sort of
wide variety of locks (and typically a few magi- locksmith’s guild that caters to the area nobles,
cal ones), but also has a variety of lockpicking merchants, and anyone else interested in secur-
devices. While thieves’ tools and some of the ing precious items. Whether this is a stand-
rarer locks are not typically on display, these alone guild or just represented by a few individ-
may be purchased under certain scenarios. uals within another smith’s guild is up to the
Even respected locksmiths have the need to DM.
pick locks for those owners who have lost their
keys. 2. The Splendid Order of Armorers,
Locksmiths, and Finesmiths
1. The Golden Key
Headquartered in The Metal House of Wonders
While not the only locksmith’s store in Water- at Belnimbra’s Street and Gut Alley in Dock
deep, The Golden Key is a renowned store that Ward, guild members are most often identified by
has stood the test of time and has been in busi- their gray cloaks with a single blue star on the left
ness for well over a century. Located in Castle shoulder.
Ward, it is on the east side of Warrior’s Way, just
south of the The Hawk Man statue. Owned by the This guild represents the most skilled smiths:
Ansilver family, it is the most reputable lockmith’s those able to craft weapons, shields, and armor
store in the City of Splendors. superbly matched to the wielder and of lasting
quality; the ‘finest quality’ that mages enchanting
There are at least four gargoyle guardians in weapons seek to find. Members of this guild also
the shop to prevent thefts. The shop typically has fashion signet rings and stamps for the guilds,
1-3 star rated locks for sale. 4-star rated locks can noble families, and the Palace.
be made on special order.
The Ansilver Family. While not included in the
ranks of nobility, the Ansilver family is a well
known and highly regarded family within the City
of Splendors. The family has several wealthy
landowners with many holdings in South Ward
and in the farmland east of Waterdeep. Several
family members are active worshipers of Gond
and a few hold Master rank in the city’s guild
focused on lock manufacturing: the Splendid
Order of Armorers, Locksmiths, and Finesmiths.

15
On Locks and Lockpicking

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