Lockpicking

These rules are an expansion of the basic 5th edition rules for lockpicking. The main change is anybody can attempt to pick locks, not just those proficient with thieves tools, although there are bonuses for such skills.   Instead of a DC, locks are assigned complexity levels. Existing lock DCs can be converted by rounding to the nearest multiple of 5 and consulting the table.  
DC Level Tools Rounds Dice
5 1 No 1 2d6
10 2 No 2 4d6
15 3 Yes 3 6d6
20 4 Yes 4 8d6
25 5 Yes 5 10d6
30 6 Yes 6 12d6
  The more complex the lock, the longer it takes to crack. Simple locks like hooks or latches require no tools but may require a little time to unlock, especially covertly.   The dice roll is used to determine if the lock pick is successful or not, when you roll the pool of dice, if there are any 1s you have failed and the lock is reset or damaged. During combat, these dice are rolled 2 per round but outside of combat, they can all be rolled at the same time.

Bonuses

Thieves Tools

Those proficient with thieves tools may reroll a number of 1s per long rest up to a number equal to their proficiency bonus.

Those with expertise with thieves tools may reroll twice this number of 1s and regain uses on a short rest or long rest.

Rogue's Dust

This oily black powder can be used to lubricate certain locks and make them slightly easier to pick. When applied to a lock of level 3 or 4, you can remove 2 of the d6 required.

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