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Knock

Transmutation
Level: 2nd-level
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Components: V

Choose an object that you can see within range. 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 prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Spell Details

School: Transmutation
Level: 2
Ritual: No
Concentration: No
Classes: Bard, Sorcerer, Wizard
B-Tier Highly situational utility spell that shines in specific scenarios but lacks combat versatility and can be easily countered by prepared adversaries.

Player Guide

Knock excels at bypassing locked doors and magical seals during exploration and heists, allowing your party to progress without alerting enemies or wasting resources on checks. Use it proactively when you expect resistance ahead, such as before entering a guarded compound, to maintain initiative and control the encounter. However, avoid relying on it as your sole solution since magical locks may resist (at the DM's discretion) and the loud magical sound (audible within 300 feet) can compromise stealth-based plans.

DM Tips

Consider whether magical locks grant saving throws or require ability checks to overcome—knock's automation can trivialize security unless consequences exist (alarms, reinforced mechanisms, or intelligent countermeasures). Use locked doors strategically to pace exploration; don't let knock eliminate all tension by making every barrier trivial.