> [!columns|3 no-t] > >[!abstract|no-i title-center] **[[Player Hub]]** > > > [!example|no-i title-center] **[[Elmanon]]** > > > [!question|no-i title-center] **[[Player Hub]]** > [!warning|no-i title-center] **[[Adventurer's Guild]]** --- Whenever a player wants their character to interact with an object such as moving a lever or opening a door, the player tells the [[GM]] what their character is trying to do, and the [[GM]] describes what happens. Certain rules govern how objects can be interacted with, as follows. >[!note] What is an object? > For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects. ## Time-Limited Object Interactions When time is short, such as in [[Combat]], interactions with objects are limited: one free interaction per [[Turn]]. That interaction must occur during a creature's movement or action. Any additional interactions require the [[Action|Utilize action]]. ## Finding Hidden Objects When your character searches for hidden things, such as a secret door or a trap, the [[GM]] typically asks you to make a Wisdom ([[Perception]]) check, provided you describe the character searching in the hidden object's vicinity. On a success, you find the object, other important details, or both. If you describe your character searching nowhere near a hidden object, a Wisdom ([[Perception]]) check won't reveal the object, no matter the check's total. ## Carrying Objects You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for [[Carrying Capacity]]. ## Breaking Objects As an [[Action]], you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the [[GM]] might use the following rules. ### Object [[Armor Class]] | AC | Substance | | --- | ------------------- | | 11 | Cloth, paper, rope | | 13 | Crystal, glass, ice | | 15 | Wood | | 17 | Stone | | 19 | Iron, steel | | 21 | Mithral | | 23 | Adamantine | ### Object [[Hit Points]] | Size | Fragile | Resilient | | --------------------------- | -------- | --------- | | Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) | | Small (chest, lute) | 3 (1d6) | 10 (3d6) | | Medium (barrel, chandelier) | 5 (1d8) | 18 (4d8) | | Large (cart, dining table) | 5 (1d10) | 27 (5d10) | **Damage Types and Objects.** Objects have [[Immunity]] to [[Damage Types|Poison]] and [[Damage Types|Psychic damage]]. The [[GM]] might decide that some damage types are more or less effective against an object. >[!example] >For example, [[Damage Types|Bludgeoning damage]] works well for smashing things but not for cutting. Paper or cloth objects might have [[Vulnerability]] to [[Damage Types|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 [[Abilities|Ability Scores]] unless a rule assigns scores to the object. Without ability scores, an object can't make [[Ability Check|Ability Checks]], and it fails all [[Saving Throw|Saving Throws]]. **Source:** > [!quote] Player's Handbook 2024 p. 19-20, 362