Breaking Objects

RuleXPHBp. 3622024SRD
Rule type
C

Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack or Utilize action.

Armor Class

The Object Armor Class table suggests ACs for various substances.

Object Armor Class

ACSubstance
11Cloth, paper, rope
13Crystal, glass, ice
15Wood
17Stone
19Iron, steel
21Mithral
23Adamantite

Hit Points

An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's Hit Points separately. The DM determines whether destroying part of an object causes the whole thing to collapse.

Object Hit Points

SizeFragileResilient
Tiny (bottle, lock)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, dining table)5 (1d10)27 (5d10)

Damage Types and Objects

Objects have Immunity to Poison and Psychic damage. The DM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage.

Damage Threshold

Big objects, such as castle walls, often have extra resilience represented by a damage threshold.

No Ability Scores

An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it fails all saving throws.

Raw data
{
  "name": "Breaking Objects",
  "page": 362,
  "srd52": true,
  "__prop": "variantrule",
  "source": "XPHB",
  "entries": [
    "Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the {@action Attack|XPHB} or {@action Utilize|XPHB} action.",
    {
      "type": "entries",
      "entries": [
        {
          "name": "Armor Class",
          "type": "entries",
          "entries": [
            "The Object {@variantrule Armor Class|XPHB} table suggests ACs for various substances."
          ]
        }
      ]
    },
    {
      "rows": [
        [
          "11",
          "Cloth, paper, rope"
        ],
        [
          "13",
          "Crystal, glass, ice"
        ],
        [
          "15",
          "Wood"
        ],
        [
          "17",
          "Stone"
        ],
        [
          "19",
          "Iron, steel"
        ],
        [
          "21",
          "Mithral"
        ],
        [
          "23",
          "Adamantite"
        ]
      ],
      "type": "table",
      "caption": "Object Armor Class",
      "colLabels": [
        "AC",
        "Substance"
      ],
      "colStyles": [
        "col-2 text-center",
        "col-10"
      ]
    },
    {
      "type": "entries",
      "entries": [
        {
          "name": "Hit Points",
          "type": "entries",
          "entries": [
            "An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests {@variantrule Hit Points|XPHB} for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's {@variantrule Hit Points|XPHB} separately. The DM determines whether destroying part of an object causes the whole thing to collapse."
          ]
        }
      ]
    },
    {
      "rows": [
        [
          "Tiny (bottle, lock)",
          "2 ({@dice 1d4})",
          "5 ({@dice 2d4})"
        ],
        [
          "Small (chest, lute)",
          "3 ({@dice 1d6})",
          "10 ({@dice 3d6})"
        ],
        [
          "Medium (barrel, chandelier)",
          "4 ({@dice 1d8})",
          "18 ({@dice 4d8})"
        ],
        [
          "Large (cart, dining table)",
          "5 ({@dice 1d10})",
          "27 ({@dice 5d10})"
        ]
      ],
      "type": "table",
      "caption": "Object Hit Points",
      "colLabels": [
        "Size",
        "Fragile",
        "Resilient"
      ],
      "colStyles": [
        "col-8",
        "col-2 text-center",
        "col-2 text-center"
      ]
    },
    {
      "type": "entries",
      "entries": [
        {
          "name": "Damage Types and Objects",
          "type": "entries",
          "entries": [
            "Objects have {@variantrule Immunity|XPHB} to Poison and Psychic damage. The DM might decide that some {@variantrule Damage Types|XPHB|damage types} are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have {@variantrule Vulnerability|XPHB} to Fire damage."
          ]
        },
        {
          "name": "Damage Threshold",
          "type": "entries",
          "entries": [
            "Big objects, such as castle walls, often have extra resilience represented by a damage threshold."
          ]
        },
        {
          "name": "No Ability Scores",
          "type": "entries",
          "entries": [
            "An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it fails all saving throws."
          ]
        }
      ]
    }
  ],
  "ruleType": "C",
  "basicRules2024": true
}