Locksmith - Automatic Lock-Picking & Knock for D&D 5e (Legacy + Beacon) Roll20 doesn't have a native way to trigger "a player interacts with a locked door," so lock-picking has always meant the GM manually comparing a roll to a DC they're keeping track of somewhere else. I built Locksmith to close that gap for my own table, and figured it might be useful to others too. [ Video Demo ] [ Code Until One-Click Merge ] What it does Set a difficulty on a door or window once (or mark it Unpickable, or Magic-only for Knock), and from then on your players just make Thieves' Tools checks as normal - Locksmith automatically finds the nearest locked door/window in range and resolves it. Works with both the legacy (5e) and Beacon (5.5e) character sheets. Automatic Thieves' Tools resolution - success posts an Unlock button Knock spell support, detected automatically, can bypass Magic-only locks No custom data storage for lock state - the DC lives directly in the door/window's color property A GM setup menu, with on-map status labels (they turn yellow if a key-holder is already on the map) A full keys and keyrings system - hand out keys directly or generate a custom loot macro for treasure. Each player gets a !keyring report to Use/Give/Drop their keys Can optionally create a !keyring token action for players Full in-game documentation via !lock --help Installation One-Click install (search "Locksmith"), or grab Locksmith.js directly from the repo folder. Getting started Select a door or window, run !lock, and use the Set row to configure it. That's it - !lock --help covers everything else, both for you and for your players. Feedback welcome - this has been built and refined through actual play at my table, so if something doesn't work the way you'd expect, let me know. This script was released early for playtesting, for free, on my Patreon .