# Breaking Objects *Source: Player's Handbook (2024) p. 362. Available in the Free Rules (2024)* 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](3-Mechanics/CLI/rules/actions.md#Attack) or [Utilize](3-Mechanics/CLI/rules/actions.md#Utilize) action. ## Armor Class The Object [Armor Class](3-Mechanics/CLI/rules/variant-rules/armor-class-xphb.md) table suggests ACs for various substances. **Object Armor Class** | AC | Substance | |----|-----------| | 11 | Cloth, paper, rope | | 13 | Crystal, glass, ice | | 15 | Wood | | 17 | Stone | | 19 | Iron, steel | | 21 | Mithral | | 23 | Adamantite | ^object-armor-class ## Hit Points An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests [Hit Points](3-Mechanics/CLI/rules/variant-rules/hit-points-xphb.md) 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](3-Mechanics/CLI/rules/variant-rules/hit-points-xphb.md) separately. The DM determines whether destroying part of an object causes the whole thing to collapse. **Object Hit Points** | Size | Fragile | Resilient | |------|---------|-----------| | 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`) | ^object-hit-points ## Damage Types and Objects Objects have [Immunity](3-Mechanics/CLI/rules/variant-rules/immunity-xphb.md) to Poison and Psychic damage. The DM might decide that some [damage types](3-Mechanics/CLI/rules/variant-rules/damage-types-xphb.md) 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](3-Mechanics/CLI/rules/variant-rules/vulnerability-xphb.md) 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.