D&D 5.5e Rules – Doors and Locks

Getting from here to there sometimes means going through a thing in-between.

Know the RulesPart of an ongoing series of 5.5e  (2024) Rules notes.  

This one is mostly written from a 5.5e (2024) perspective,  as I needed to clarify all of this for a 5.5e game I was running. Plus, it seems like 5.5e does a bit better job of defining all this stuff, vs. an array of official and unofficial rules around how these things all work. If you’re not sure how it all works in 5e, you could do worse than adopting some of the (backwards-compatible!) 5.5e approaches.

What if I want to break a door?

If a door is barred or locked (always check first!), here’s how you can get through it by brute force. There are two options, one using magic, one using your bodily strength in some fashion.

  • Use the AC / HP for an Attack or (damaging) Magic action against a Medium door. (In theory, you could also use a physical attack against it, though as a DM I’d probably prefer you try with an axe, rather than with arrows.) And, no, the damage type is not spelled out — you can use Psychic as easily as Bludgeoning damages.
  • Use the DC for a Utilize action against a Medium door with a STR (Athletics) check.
Door Type AC to attack HP if attacked* DC to Break Open with an Athletics check*
Glass 13 4 10
Wood 15 18 15
Stone 17 40 20
Metal 19 72 25

* for larger doors of this type, HP x2 or x3, DC + 5.

What if the door is locked?

Time to try and Pick That Lock!

  • Simple locks take 1 Action to try to pick
  • Complex locks take 1 Minute to try to pick

The DC against picking is based on the quality of the lock:

  • Inferior lock is DC 10
  • Good lock is DC 15
  • Superior lock is 20.

Locks can only be picked by someone using Thieves Tools. The basic roll is a DEX (Sleight of Hand) check against the quality DC.

Thieves Tools DEX (Sleight of Hand) Roll
Not Proficient Not Proficient Sleight of Hand
Proficient Not Proficient Sleight of Hand + Proficiency Bonus
Not Proficient Proficient Sleight of Hand (PB is baked in)
Proficient Proficient Sleight of Hand at ADVANTAGE

Note that this follows the 5.5e general rule pattern about tools and the skills using them. Note also that under those rules that it is possible to get Expertise (double Proficiency) in a skill, but not on a tool set.

What about a portcullis?

Portcullis Size DC if Iron DC if Wood
Medium (8′ tall x 5′ wide) 20 15
Large (10′ tall x 10′ wide) 25 20
Huge (20′ tall x 15′ wide) 30 25

If you can’t get to the winch, then the DC is what you need with a Utilize action for a STR (Athletics) check.

If you want to destroy the portcullis, use the AC and HP of a large Metal or Wooden door (above).

Note that targets within 5 feet of a portcullis have 3/4 cover (+5 AC) from attacks from the other side; if further away, they have Total Cover.

Secret Doors!

Difficulty to find:

  • Barely hidden secret doors are DC 10
  • Standard secret doors are DC 15
  • Well-hidden secret doors are DC 20.

A Search action will let you search a 10-foot square section of wall with a WIS (Perception) check against the door’s DC; success means you spotted the door and know the means to open it.

You can also use an INT (Investigation) check if the clues are visible (scrapes on the floor where the door has rubbed it, for example) but need to deduced from or understood.

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