Lockpicking
Thieves tools or similar lockpick implements are required to pick a lock but improvised lockpicks can be used with disadvantage. Proficiency with thieves tools is required to pick a lock of strong or better quality. To pick a remarkable lock, familiarity with that particular lock is required.
Complexity Rating
The lock is assigned a complexity rating.
Rating | Quality | Examples |
---|---|---|
1 | Poor | Rusty latch, crude lock |
2 | Common | Padlock, typical door |
3 | Strong | Chest, heavy door |
4 | Secure | Jail cell, metal door |
5 | Remarkable | Vault door, safe |
How to Pick a Lock
Progress starts at 0. As an action, a player can attempt to increase progress by making a DC 20 Dexterity check. Proficiency with thieves tools is added to the roll.
- If the check is made then progress advances by 1
- If the check fails then a breakage occurs.
If progress reaches the lock's complexity rating then the lock is opened. If 3 breakages occur first then the lock is broken and becomes unpickable. A broken lock must be opened by force.
Additionally, a player can also use a bonus action to carry out a rushed pick. This is the same process as an ordinary pick but the Dexterity check increases to DC 25.
Out of Initiative
When picking a lock without time constraint, out of initiative order, simply carry out ordinary (DC 20) rolls in succession.
Breakages
Breakages are typically loud and leave evidence of tampering. When a lock has been imperfectly picked, other creatures can spot this with a Perception check to the DC below.
Breakages | DC to notice | Eg: the lock is... |
---|---|---|
1 | 20 | lightly scratched |
2 | 15 | difficult to open |
3 | 10 | completely ruined |
This means that a perfectly picked lock, with no breakages, will leave no evidence of tampering to those who find it later. A broken lock will have obvious signs of tampering that are likely to be noticed.