> [!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