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    Quick Answer

    Knock is a 2nd-level transmutation spell for Bards, Sorcerers, and Wizards. Choose an object you can see within 60 feet, such as a door, chest, padlock or set of manacles. One mundane lock on it unlocks, or a stuck or barred object comes free. An Arcane Lock on it is suppressed for 10 minutes. The spell makes a loud knock that can be heard up to 300 feet away.

    Overview

    Knock is the wizard's lockpick. It needs only a verbal component, works from 60 feet, and doesn't require a roll. A party without a rogue, or with a rogue who just failed, can cast it and move on.

    The cost is noise. Every casting produces a loud knock from the target object, audible from 300 feet. In a dungeon, that is a signal to every guard on the floor. Knock also handles only one lock per casting, and it unlocks things without opening them. Someone still has to walk up and pull the door.

    Against magic, the spell has one clear job. If the object is held shut by Arcane Lock, Knock suppresses that spell for 10 minutes. It does not end it. When the 10 minutes run out, the lock is back.

    Stat Block

    PropertyValue
    Level2
    SchoolTransmutation
    Casting Time1 action
    Range60 feet
    ComponentsV
    MaterialNone
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesBard, Sorcerer, Wizard

    When NOT to Use This

    • •You are trying to stay quiet. The knock carries 300 feet.
    • •A party member has thieves' tools and time. A DC 15 lock is a fair roll for a proficient character, and it makes no noise.
    • •The object has several locks and you only have one slot to spare. One casting opens one lock.
    • •The barrier is a wall or anything else that isn't an object held shut by a lock, a bar or a stuck seal.
    • •You are a 2014 sorcerer with few spells known. Knock competes with combat spells for a permanent pick.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyGood when the lock is the only thing standing between you and the goal. Poor when a check would do.
    Action EconomyOne action, no roll, from 60 feet.
    Opportunity CostA 2nd-level slot plus a lot of noise.

    When worth the slot: A locked vault, an Arcane Locked door, a prisoner in manacles, or a failed lockpick with the clock running.

    When NOT worth the slot: Ordinary locks when your rogue can pick them quietly.

    Upcasting

    Knock has no higher-level effect. A 3rd-level slot does exactly what a 2nd-level slot does, so always cast it at 2nd.

    Pro Tips

    Tip #1: Count the locks before you cast.

    Why it works: The spell says that if the object has multiple locks, only one of them is unlocked. A vault door with three locks takes three castings, or one casting plus two picks.

    This avoids the mistake of: Spending a slot, hearing the knock, and finding the door still shut.

    Tip #2: Cast it into a Silence sphere.

    Why it works: Silence says no sound can be created within its 20-foot-radius sphere. Put the sphere on the door, stand outside it, and cast Knock from up to 60 feet away. The knock is created at the target object, inside the sphere. Bards have both spells. Silence needs concentration and Knock doesn't, so one bard can do it over two turns.

    This avoids the mistake of: Ringing the dinner bell for the whole dungeon.

    Tip #3: Free prisoners from a distance.

    Why it works: Manacles are on the spell's list of example targets. You only need to see the manacles and be within 60 feet. In the 2014 rules, escaping manacles without help takes a DC 20 Dexterity check, and breaking them takes a DC 20 Strength check.

    This avoids the mistake of: Walking into the guarded cell to pick the lock by hand.

    Tip #4: Use the 10 minutes on an Arcane Lock.

    Why it works: While suppressed, the Arcane Locked object can be opened and shut normally. Ten minutes is long enough to search a room and carry the loot out, or to close it again behind you.

    This avoids the mistake of: Spending a 3rd-level Dispel Magic on a lock you only need for a few minutes.

    Common Mistakes to Avoid

    Thinking Knock is quiet

    Why it's bad: The spell text says a loud knock, audible as far as 300 feet away, comes from the target object. That noise happens every time.

    Do this instead: Plan for the noise. Cast it in a Silence sphere, cast it when you are already fighting, or use it as a lure.

    Thinking Knock opens the door

    Why it's bad: The object becomes unlocked, unstuck or unbarred. The text doesn't say it opens.

    Do this instead: Have someone open it, or use Mage Hand, which can open an unlocked door or container from up to 30 feet away.

    Thinking Knock ends Arcane Lock

    Why it's bad: Arcane Lock is suppressed for 10 minutes, not ended. After that, the object is magically locked again.

    Do this instead: Use Dispel Magic if you need the lock gone for good.

    Assuming Knock beats every magical seal

    Why it's bad: The spell's target can be an object with a mundane or magical means of preventing access, but the text only describes what happens to mundane locks, stuck or barred objects, and Arcane Lock. What it does to other magical seals is a DM ruling, not rules text. Some items are immune by name: the SRD's Instant Fortress door is immune to Knock.

    Do this instead: Ask your DM before you rely on Knock against unusual magic.

    Usage Tips

    • •Worked example: A lock in the SRD has a pick DC of 15. A 5th-level rogue with Dexterity 18 and proficiency in thieves' tools has +7, so they need an 8 or higher: 65%. With expertise (+10), they need a 5: 80%. Knock succeeds every time, but the rogue's attempt is silent.
    • •Manacles (2014): A proficient character picks the manacles' lock with a DC 15 Dexterity check. Knock skips the roll and works from 60 feet.
    • •Mimics: Knock targets objects. A mimic disguised as a chest is a creature, so by the text it isn't a valid target. What your DM tells you when you try is a DM ruling, not rules text.
    • •Traps (2014): The SRD poison needle trap triggers when the chest is opened without the proper key. Knock isn't the key. Whether the needle fires, and whether anyone is in reach of it when the lid opens, is a DM ruling, not rules text. The 2024 version of the trap settles it (see below).
    • •Related guides: Arcane Lock, Silence, Mage Hand, Dispel Magic, and Invisibility for reaching the door unseen. Browse the full spell guide index.

    Rules Notes

    • •Target: one object you can see within 60 feet. The examples in the text are a door, a box, a chest, a set of manacles and a padlock.
    • •A target held shut by a mundane lock, or one that is stuck or barred, becomes unlocked, unstuck or unbarred.
    • •If the object has multiple locks, only one is unlocked.
    • •If the object is held shut with Arcane Lock, that spell is suppressed for 10 minutes. During that time the object can be opened and shut normally.
    • •When you cast the spell, a loud knock audible up to 300 feet away comes from the target object.
    • •It only needs a verbal component, so you can cast it with your hands bound. You can't cast it from inside a Silence sphere.
    • •Duration is instantaneous. A lock opened by Knock stays unlocked until someone locks it again.

    Synergies

    • •Silence: Removes the noise when the target object is inside the sphere and you are outside it.
    • •Mage Hand: Opens the unlocked door or container from 30 feet, so nobody stands in front of it.
    • •Invisibility: Get within 60 feet of the door without being seen.
    • •A rogue with thieves' tools: The rogue picks the quiet locks. You save Knock for Arcane Lock and for a failed roll.

    Anti-Patterns

    • •Casting Knock on a plain lock while your rogue is standing next to it.
    • •Casting Knock in the middle of a stealth mission without Silence.
    • •Upcasting it. Nothing changes.
    • •Forgetting that the 10-minute Arcane Lock suppression runs out while you are still inside the vault.

    Tactical Modules

    • •Jailbreak: Cast Knock on a captured ally's manacles from the doorway, then fight or run.
    • •Lure: Cast Knock on a door you don't plan to use. Guards head toward the noise while you go another way.
    • •Quiet vault: Silence on the vault door, Knock from outside the sphere, Mage Hand to swing it open.
    • •Arcane Lock break-in: Knock suppresses the lock for 10 minutes. Search fast and get out.

    Countermeasures

    These are for DMs and villains protecting something.

    • •Threat: Intruders with Knock. Response: Put more than one lock on the door. Each one costs them another slot. Fallback: Station guards within 300 feet who will come running.
    • •Threat: Intruders suppress an Arcane Lock. Response: Patrol the door more often than every 10 minutes. Fallback: Use an object the SRD makes immune to Knock, like the Instant Fortress door.
    • •Threat: Intruders cast it from 60 feet. Response: Use Alarm on the room so opening the door gets noticed even if the knock doesn't.

    Knock in the 2024 Rules

    The 2024 Player's Handbook keeps Knock as a level 2 transmutation spell for Bards, Sorcerers and Wizards. The text is almost word for word the same. It still targets one object within 60 feet, unlocks one mundane lock, frees stuck or barred objects, suppresses Arcane Lock for 10 minutes, and makes a knock audible up to 300 feet away. The spell itself has no mechanical changes.

    Some rules around it changed:

    • •Arcane Lock (2024) no longer adds 10 to the DC to break or pick the object. It now says the lock can't be unlocked by any nonmagical means, so thieves' tools won't open it. The 2024 Arcane Lock text no longer mentions Knock, but the 2024 Knock text still suppresses it for 10 minutes.
    • •Chime of Opening (2024) now simply casts Knock. In 2014 the chime had its own rules and opened one lock or latch.
    • •Poisoned Needle trap (2024) says the trap doesn't trigger if the lock is opened using a Knock spell or similar magic.
    • •Locks and manacles (2024) use a DC 15 Dexterity (Sleight of Hand) check with Thieves' Tools to pick. Escaping manacles is a DC 20 Sleight of Hand check, and bursting them is a DC 25 Strength (Athletics) check.

    Frequently Asked Questions

    What does Knock do in 5e?

    Knock unlocks one mundane lock on an object you can see within 60 feet, or frees an object that is stuck or barred. On an object held by Arcane Lock, it suppresses that spell for 10 minutes. It also makes a loud knock that can be heard up to 300 feet away.

    Is Knock loud?

    Yes. Every casting creates a loud knock from the target object, audible up to 300 feet away. You can hide it by putting the object inside a Silence sphere and casting Knock from outside.

    Does Knock open Arcane Lock?

    It suppresses Arcane Lock for 10 minutes. During that time the object opens and shuts normally. After 10 minutes, the Arcane Lock works again.

    Does Knock open every lock on a door?

    No. If the object has several locks, one casting unlocks only one of them.

    Can Knock open manacles?

    Yes. A set of manacles is one of the example targets in the spell. You need to see them and be within 60 feet.

    Who can cast Knock in 5e?

    Bards, Sorcerers and Wizards have it on their spell lists in both the 2014 and 2024 rules. The 2024 Chime of Opening also casts it.

    Does Knock work on magical doors?

    It works on Arcane Lock. For other magical barriers, the spell text says the target can have a magical means of preventing access but doesn't describe what happens, so that is a DM ruling. Some SRD items, like the Instant Fortress, are immune to it by name.

    Can you upcast Knock?

    You can cast it with a higher slot, but nothing improves. Knock has no higher-level effect.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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