Yes, that's correct for Knock. Against an Arcane Lock it would be better to use Dispel Magic, sure, but an Arcane Trickster Rogue isn't going to have access to 3rd-level spells until level 13, while Knock is 2nd-level.
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Spells are not intended to replace what other classes are good at; if you want a lock opened quietly, you want an Artificer or Rogue with thieves' tools. Knock is for the caster who has no other option, is in a hurry, or just doesn't care if you hear it.
But if you want an alternative, cast silence first.
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I think you might find it difficult to cast knock within the area of effect of the silence spell.
Sure, if you're in an enclosed room smaller than 20 feet, but otherwise knock has a range of 60 feet so you can cast it from outside the radius of silence. But if you're in an enclosed space that tight then you probably had to get through another door to get there already; but if you want into a building you can try the knock from further down the street, an alley or whatever, plus it's better cover than hanging around the door itself.
Not saying it's perfect; again, that's why you want an Artificer or Rogue proficient (ideally an expert) in lock-picking. 😉
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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If you can't fix it, feature it... Knock has utility for opening doors. It also has utility for distracting everyone in the castle with a thunderous noise. To my mind, that almost sounds like the start of a plan...
You would have to know the arcane lock spell was on something in order to create that distraction. And I have better cheaper ways to make distractions.
Knock does have the nice utility of remotely opening normally locked things like doors windows and chests but in the case of the chest of goods I would still use the spell Unseen Servant to get the goods out of it. And since I have to use two spells I will just use my Mage Hand Legerdemain to unlock the chest.
The spell silence in many cases is actually a hindrance to the rogue. If he steps into the area of effect he can not hear anything like guards coming or friends calling for help.
I'd consider ruling that a sorcerer can use subtle spell metamagic to avoid the noise.
Why? The noise isn't a verbal component of the spell, it's an effect of the spell. The purpose of Subtle Spell is to prevent your casting from being detected, ideal for quiet spells that can go completely unnoticed, or for avoiding counterspell, it's not for quieting spells that make a really loud noise by design.
If you want it quiet, bring someone who can pick a lock, or wait until you can take passwall. 😉
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
You would have to know the arcane lock spell was on something in order to create that distraction. And I have better cheaper ways to make distractions.
Knock does have the nice utility of remotely opening normally locked things like doors windows and chests but in the case of the chest of goods I would still use the spell Unseen Servant to get the goods out of it. And since I have to use two spells I will just use my Mage Hand Legerdemain to unlock the chest.
The spell silence in many cases is actually a hindrance to the rogue. If he steps into the area of effect he can not hear anything like guards coming or friends calling for help.
Knock always makes the noise when you cast the spell, whether on a mundane or magical means of preventing access. The difference is that Arcane Lock is suppressed for 10 minutes (after which it'll be active again.)
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Knock does have the nice utility of remotely opening normally locked things like doors windows and chests but in the case of the chest of goods I would still use the spell Unseen Servant to get the goods out of it. And since I have to use two spells I will just use my Mage Hand Legerdemain to unlock the chest.
At our table, at least, knock doesn’t open things—it just unlocks locks so that you can open them yourself. Traps would remain unsprung until the door or chest was opened.
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"Not all those who wander are lost"
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Is the knock spell correct in the PHB?
With an audible noise out to 300 feet its as bad as the thunder spells in alerting people to your presence.
For an AT he would only use it if his picklock skill failed. It would be better to use dispel magic right?
Yes, that's correct for Knock. Against an Arcane Lock it would be better to use Dispel Magic, sure, but an Arcane Trickster Rogue isn't going to have access to 3rd-level spells until level 13, while Knock is 2nd-level.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
If it just did not make that noise for such a huge distance.
30 or 60 ft would be fine.
*shrug*
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Spells are not intended to replace what other classes are good at; if you want a lock opened quietly, you want an Artificer or Rogue with thieves' tools. Knock is for the caster who has no other option, is in a hurry, or just doesn't care if you hear it.
But if you want an alternative, cast silence first.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I think you might find it difficult to cast knock within the area of effect of the silence spell.
"Not all those who wander are lost"
Sure, if you're in an enclosed room smaller than 20 feet, but otherwise knock has a range of 60 feet so you can cast it from outside the radius of silence. But if you're in an enclosed space that tight then you probably had to get through another door to get there already; but if you want into a building you can try the knock from further down the street, an alley or whatever, plus it's better cover than hanging around the door itself.
Not saying it's perfect; again, that's why you want an Artificer or Rogue proficient (ideally an expert) in lock-picking. 😉
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
If you can't fix it, feature it... Knock has utility for opening doors. It also has utility for distracting everyone in the castle with a thunderous noise. To my mind, that almost sounds like the start of a plan...
The noise only works on the spell arcane lock.
You would have to know the arcane lock spell was on something in order to create that distraction. And I have better cheaper ways to make distractions.
Knock does have the nice utility of remotely opening normally locked things like doors windows and chests but in the case of the chest of goods I would still use the spell Unseen Servant to get the goods out of it. And since I have to use two spells I will just use my Mage Hand Legerdemain to unlock the chest.
The spell silence in many cases is actually a hindrance to the rogue. If he steps into the area of effect he can not hear anything like guards coming or friends calling for help.
I'd consider ruling that a sorcerer can use subtle spell metamagic to avoid the noise.
Why? The noise isn't a verbal component of the spell, it's an effect of the spell. The purpose of Subtle Spell is to prevent your casting from being detected, ideal for quiet spells that can go completely unnoticed, or for avoiding counterspell, it's not for quieting spells that make a really loud noise by design.
If you want it quiet, bring someone who can pick a lock, or wait until you can take passwall. 😉
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Knock always makes the noise when you cast the spell, whether on a mundane or magical means of preventing access. The difference is that Arcane Lock is suppressed for 10 minutes (after which it'll be active again.)
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Even worse.
At our table, at least, knock doesn’t open things—it just unlocks locks so that you can open them yourself. Traps would remain unsprung until the door or chest was opened.
"Not all those who wander are lost"