The Doorknocker
“When a locked door tells ya ‘no’—this beauty kicks it in, buys the building, and slaps the deed on yer corpse.”
The Doorknocker ain’t subtle. Built from the shattered remains of a castle door and a siege bell, this iron-plated mace has a head shaped like a gnarled, brass-knuckled door knocker—complete with screaming lion face and cracked engravings. Every swing rings like a temple bell in heat. And when it hits something closed? It don’t knock politely.
Mike swears it once opened a mimic by accident. “It died confused,” he said. “Didn’t even get to scream.”
Knock knock. Who’s doomed?
👉 Add the Doorknocker to yer next dungeon crawl or city siege. Break in through the front at the Tavern Armory, or break our peace with a scroll.
The Doorknocker – Weapon Stats
Weapon Type: Martial Melee Weapon (Bludgeoning, Two-Handed)
Damage: 1d10 bludgeoning (1d12 against objects or constructs)
Properties: Two-handed, magical (requires attunement)
Special: Forceful Entry
Bang-On (Passive):
When striking a locked door, chest, or barrier, the Doorknocker deals double damage and causes a thunderous BOOM audible up to 100 feet. Non-magical locks are destroyed on a hit. Magical locks must pass a Strength save (DC 15) or shatter.Siege Rattle (1/day):
As an action, slam the Doorknocker into the ground to create a shockwave that shoves creatures and objects within 10 feet away from you (DC 14 Strength save or be knocked prone and flung 10 feet).Speak Friend and Smash:
Advantage on all Strength checks made to force open doors, dislodge barriers, or break bindings while wielding this weapon.Cursed – Open Invitation:
While attuned, doors and barriers are more likely to open for others too. Enemies gain +2 on checks to force open doors you’ve passed through recently. “You knocked for everyone, ya fool.”
GM Notes:
Perfect for brute-force characters, angry wizards, or players who hate puzzles. Drop it in a heist, castle infiltration, or any scenario where a “quiet entry” is optional (read: ignored). Pairs well with siege-heavy campaigns or loudmouth barbarians.
Use alongside:
The Emberhook Blade for demolition teams
The Sorceress Who Glows Like a Villain But Fights Like a Hero
Doors are suggestions. Walls are opinions. The Doorknocker is law.
👉 Looking for a tool that solves every problem with one loud swing? Grab it from the Armory—before someone uses it to knock you down a stairwell.
FAQ
Q: Can it be used on magical walls like wall of force?
A: It’ll try. Won’t work—but it’ll make noise about it.
Q: Does it always make sound when it hits?
A: Oh aye. Subtlety left this mace three owners ago.
Q: Can I use it to bash through a portcullis?
A: If ya can lift it and swing hard enough—absolutely. And Mike’ll cheer when ya do.