Knock 5e
Level 2 Transmutation
Knock is a level 2 transmutation spell in D&D 5e. Casting time: 1 action, range: 60 feet, duration: Instantaneous. Available to Bard, Sorcerer, Wizard.
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Components
V
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with *arcane lock*, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Spellcasting & Tactical Insights
Action Economy
Standard Action • Primary turn investment.
Concentration
No Concentration • Safe to stack with persistent effects.
School Role
Transmutation: Alters properties of physical matter or creatures. Provides flexible buffs, environmental reshaping, and mobility.
Frequently Asked Questions
What level spell is Knock and what school does it belong to?
Knock is a Level 2 spell belonging to the school of Transmutation in D&D 5e.
What are the casting time, range, and duration of Knock?
Knock has a casting time of 1 action, range of 60 feet, and duration of Instantaneous.
Does Knock require concentration or ritual casting?
No, Knock does not require Concentration. It cannot be cast as a ritual.
Use Knock in your campaign
Dungeon Manager lets you add Knock to your characters, reference it during sessions, and track spell slots across encounters — all free.