Tinkering & Locks

Locksmithing is a specialty that uses Tinker's tools. Every lock starts with a base type and sometimes properties are added that make it harder to pick, or have a special effect. Some properties have a requirement, and that property cannot be added to the lock without the requirement. These properties can be combined unless they counter themselves.

Mundane Lock Properties

These are properties that almost any lock can have, and are just created by ingenious engineering or by altering the mechanisms, no magic here!

Baffled

This lock has additional mechanisms that have nothing to do with unlocking it that make it much more difficult to pick. When someone attempts to pick the lock, they must succeed on a DC 15 Intelligence (Investigation) check or have disadvantage on the lockpicking check.

Deafening

(requires Loud)

In addition to having all the properties of Loud, if you do not get at least 8 above the DC when picking a lock with this property, it emits a low resounding clang that can be heard out to 200 feet. If it opens in this manner all creatures within 5 feet of the lock must make a Constitution saving throw equal to the DC of the lock or they are deafened for one minute. They may repeat the save at the end of each turn.

Disguised

This lock appears much easier to pick than it really is. This raises the Intelligence (Investigation) DC by 5 to determine how the lock functions.

Fortress

(requires reinforced or higher type)

A lock with this property is particularly bulky and extremely difficult to break. It’s rigged in such a way that if a lockpicking check fails by 5 or more, the lock seals itself off and is unopenable until the next day.

Loud

A lock with this property opens on a successful check but if you do not get at least 5 above the lockpicking DC, it opens with a loud snap that can be heard out to 60 feet. The lock does not make any noise if it is opened with the proper key.

Quiet

A quiet lock is whisper quiet from its fine construction. It makes a faint clicking noise that can be heard out to 10 feet. This property cannot be applied to loud or deafening locks.

Thief's Bane

(requires Disguised)

Any building with this kind of lock is not messing around. There is a small secondary hole in the side of the lock that must also have a pin inserted into it when unlocking it or small needles shoot out from around the keyhole. This can be observed if you are close enough to someone unlocking the lock or with a passive perception of 15 or higher.

If the secondary hole is ignored the creature unlocking the lock must succeed a Dexterity saving throw with a DC equal to that of the lock or be poisoned until their next short rest. In addition a purple welt will be left on their hand from the poison that takes a week to heal.

Magical Lock Properties

These properties are magical additions that can be incorporated into locks, and require a base increase in cost before the magic can be infused, as shown in the Properties table. These properties cannot be dispelled unless dispel magic is cast on them for the same amount of days as the required days to apply the property.

Alarmed

It is created by casting glyph of warding along with alarm on the lock for 3 consecutive days. A lock with this property is magically alarmed, the sound either originates from somewhere in the building, or from the lock itself, out to 200 feet. If you do not get at least 10 above the DC the alarm will sound. If the proper key is used the alarm will not sound.

Bloody

It is created by casting glyph of warding along with inflict wounds for 3 consecutive days. This lock is visibly covered in blood and anyone who knows what the Bloody property is from experience knows this property at a glance. This lock is unable to be opened without the sacrifice of a small amount of blood, from a particular type of creature. Because of this, no key or lockpick will work on it. The type of blood needed can be figured out by casting identify on the lock.

Commanded

(requires Disguised)

It is created by casting glyph of warding along with message for 3 consecutive days. A lock with this property has a keyhole and mechanisms as a red herring to potential lock pickers but in reality these do nothing no matter how skilled the thief may be. This lock can only be opened with a command word. Attempting to pick this lock with a lockpick, or watching it being opened without a key, successfully reveals this trait but otherwise this property cannot be discovered.

Heated

It is created by casting glyph of warding along with heat metal for 5 consecutive days. A lock with this property heats any metal it touches other than its key. Lockpicks or any item used to pick the lock cannot be used for 1 minute after the initial lockpicking check. If it is used before then, the lockpick melts, losing 1 durability before the user can make a check. If it is another item, it is unusable until repaired.