Secret Lesson 15

Objects: Interaction, Searching, Carrying, Breaking, and Hidden Objects

Adventurers constantly interact with the physical world around them.

They:

open doors

pull levers

pick up weapons

search for traps

carry treasure

break containers

destroy barriers

operate mechanisms

All of these things involve:

OBJECTS

Most object interactions are simple.

But when time is limited, an object is hidden, its weight matters, or someone tries to destroy it, the SRD provides specific rules.


WHAT COUNTS AS AN OBJECT?

For game purposes, an object is a:

DISCRETE, INANIMATE ITEM

Examples include:

  • a window

  • a door

  • a sword

  • a book

  • a table

  • a chair

  • a stone


OBJECTS ARE NOT CREATURES

An object is:

inanimate

It is not a living or acting creature unless another rule specifically transforms or treats it differently.

This distinction matters because creatures and objects use different rules in several areas.


LARGE COMPOSITE THINGS

The SRD specifically says that a:

building

or:

vehicle

is not treated as one single ordinary object for this definition.

Instead, such things are composed of multiple objects.

The Rules Glossary similarly describes an object as a distinct nonliving thing and notes that composite things such as buildings consist of multiple objects.


INTERACTING WITH OBJECTS

Many object interactions are extremely simple.

You describe what your character does.

The GM describes what happens.

For example:

“I open the unlocked door.”

“I pull the lever.”

“I pick up the book.”

There may be no need for a D20 Test at all.


NOT EVERY OBJECT REQUIRES THE UTILIZE ACTION

This is important.

You don't automatically spend an action every time you touch something.

During combat or another time-sensitive situation, the SRD allows you to interact with:

ONE OBJECT OR ENVIRONMENTAL FEATURE FOR FREE

during:

  • your movement

  • or your action


EXAMPLE — OPENING A DOOR

Your character has:

30 feet of Speed

You move toward an enemy.

A normal unlocked door is in your path.

You can:

move to the door

open it as your free interaction

and:

continue moving

without automatically spending the Utilize action.


ONE FREE INTERACTION WHEN TIME IS LIMITED

When time matters, such as during combat:

YOU RECEIVE ONE FREE OBJECT INTERACTION PER TURN

That interaction must happen during:

your movement

or:

your action.


A SECOND INTERACTION REQUIRES UTILIZE

If you want to interact with another object during that same turn:

TAKE THE UTILIZE ACTION


EXAMPLE

On your turn:

FIRST OBJECT

You open a door while moving.

That is your free interaction.

SECOND OBJECT

You then want to pull a lever.

That second interaction requires:

THE UTILIZE ACTION

assuming no specific rule changes the situation.


SOME OBJECTS ALWAYS REQUIRE AN ACTION

Certain objects explicitly state that using them requires an action.

When an object's rules say so:

YOU MUST USE THE REQUIRED ACTION

The free interaction does not override the object's specific rule.


SPECIAL OR DIFFICULT INTERACTIONS

The GM may also require an action when manipulating something demands unusual effort or care.

For example, a normal door might be opened during movement.

But a:

stuck door

or:

heavy crank controlling a drawbridge

might require the Utilize action.

The exact situation determines the rule.


HIDDEN OBJECTS

Not every object is visible.

Adventures often contain:

  • secret doors

  • hidden compartments

  • concealed traps

  • hidden mechanisms

  • deliberately concealed items

When you search for something hidden, the SRD normally uses:

WISDOM (PERCEPTION)


SEARCHING REQUIRES A LOCATION

This is a particularly important SRD rule.

To search for a hidden object, you must describe your character searching:

IN THE VICINITY OF THE HIDDEN OBJECT

If you do, the GM may ask for:

WISDOM (PERCEPTION)


SUCCESSFUL SEARCH

On a successful check, you might discover:

  • the hidden object

  • important details about it

  • or both


A HIGH ROLL CANNOT SEARCH THE WRONG PLACE

This is one of the most useful exploration principles in the SRD.

If your character searches:

NOWHERE NEAR THE HIDDEN OBJECT

then:

THE WISDOM (PERCEPTION) CHECK CANNOT REVEAL IT

regardless of the total.


EXAMPLE — SECRET DOOR

There is a secret door behind a bookshelf.

Player:

“I inspect the bookshelf and the wall directly around it for seams or moving sections.”

The character is searching in the correct vicinity.

The GM may call for:

Wisdom (Perception).


WRONG-LOCATION EXAMPLE

The secret door is behind the bookshelf.

Player:

“I inspect the ceiling on the opposite side of the room.”

Even if the player rolls:

NATURAL 20

the search does not reveal the secret door through that check because the character is not searching near it.

The fiction still matters.


SEARCH ACTION AND HIDDEN OBJECTS

You already learned that the Search action can use:

WISDOM (PERCEPTION)

to detect a:

concealed creature or object.

The hidden-object rules tell you how that idea works during exploration:

SAY WHERE YOU SEARCH

MAKE THE CHECK IF THE GM CALLS FOR ONE

FIND WHAT YOUR SEARCH COULD REASONABLY REVEAL


PERCEPTION VS. INVESTIGATION

At this stage of the course, remember the distinction already established by the SRD's actions:

SEARCH

Normally uses Wisdom to detect something.

STUDY

Can use Intelligence (Investigation) to understand things such as:

  • traps

  • ciphers

  • riddles

  • gadgetry

Finding that something exists and understanding exactly how it works can therefore involve different game processes depending on the situation.


CARRYING OBJECTS

Most of the time, you do not need to calculate every pound of equipment your character possesses.

The SRD states that characters can usually carry:

  • their normal equipment

  • treasure

without worrying about precise weight.


WHEN CARRYING CAPACITY MATTERS

The GM may use the detailed rules when you try to carry:

AN UNUSUALLY HEAVY OBJECT

or:

A MASSIVE NUMBER OF LIGHTER OBJECTS

Then the game's:

CARRYING CAPACITY

rules become relevant.


WHAT DETERMINES CARRYING CAPACITY?

Two things:

SIZE

and:

STRENGTH SCORE

The rules calculate how much weight you can:

carry

and how much you can:

drag

lift

or:

push.


COMPLETE CARRYING CAPACITY TABLE

Creature Size Maximum Carry Drag, Lift, or Push
Tiny Strength × 7.5 lb. Strength × 15 lb.
Small / Medium Strength × 15 lb. Strength × 30 lb.
Large Strength × 30 lb. Strength × 60 lb.
Huge Strength × 60 lb. Strength × 120 lb.
Gargantuan Strength × 120 lb. Strength × 240 lb.

EXAMPLE — MEDIUM CHARACTER

A Medium character has:

Strength 14

Carry capacity:

14 × 15 lb.

=

210 LB.

Maximum drag, lift, or push:

14 × 30 lb.

=

420 LB.


EXAMPLE — TINY CREATURE

A Tiny creature has:

Strength 10

Maximum carry:

10 × 7.5

=

75 LB.

Maximum drag, lift, or push:

10 × 15

=

150 LB.


SIZE MATTERS

Two creatures with identical Strength scores can have very different carrying capacities if their Size differs.

For example:

Medium, Strength 15

Carry:

225 lb.

Large, Strength 15

Carry:

450 lb.

The Large creature has twice the carrying capacity.


DRAGGING, LIFTING, OR PUSHING MORE THAN YOU CAN CARRY

Your drag, lift, and push limit is normally larger than your carrying limit.

However, if the weight exceeds your normal maximum carrying capacity:

YOUR SPEED CAN BE NO MORE THAN 5 FEET

while dragging, lifting, or pushing that weight.


EXAMPLE

A Medium character can carry:

200 lb.

and can push up to:

400 lb.

The character pushes:

300 lb.

That is within the push maximum but above the normal carrying maximum.

Therefore:

SPEED CAN BE NO MORE THAN 5 FEET

while doing so.


BREAKING OBJECTS

Sometimes you don't want to open an object.

You want to:

DESTROY IT

The SRD distinguishes between:

fragile objects

and:

more resilient objects.


FRAGILE NONMAGICAL OBJECTS

As an action, you can automatically break or destroy a fragile, nonmagical object.

Examples given by the SRD include:

  • a glass container

  • a piece of paper

No Attack Roll or damage tracking is necessarily required.


EXTREMELY FRAGILE OBJECTS

The Rules Glossary similarly states that the GM can allow an exceedingly fragile object to be broken automatically with:

THE ATTACK ACTION

or:

THE UTILIZE ACTION


RESILIENT OBJECTS

If an object is harder to destroy, the GM may use the detailed:

BREAKING OBJECTS

rules.

Objects can be harmed by:

  • attacks

  • some spells

Those rules give objects:

ARMOR CLASS

and:

HIT POINTS

and may also involve:

DAMAGE TYPES

and:

DAMAGE THRESHOLDS


OBJECT ARMOR CLASS

An object's AC depends primarily on the substance from which it is made.

The SRD provides this table:

AC Substance
11 Cloth, paper, rope
13 Crystal, glass, ice
15 Wood
17 Stone
19 Iron, steel
21 Mithral
23 Adamantine

WHAT OBJECT AC MEANS

Just like a creature's AC, an object's Armor Class is the target number for an Attack Roll.

If you try to hit a wooden object:

suggested AC:

15

An iron or steel object:

19

Adamantine:

23

The harder material is represented by a higher suggested AC.


EXAMPLE — WOODEN DOOR

The GM treats a wooden door as:

AC 15

You attack it.

Attack total:

17

Since:

17 ≥ 15

the attack hits.

You then determine damage.


OBJECT HIT POINTS

Objects can also have:

HIT POINTS

An object is destroyed when it reaches:

0 HP

The object's suggested HP depends on:

  • Size

  • whether it is Fragile or Resilient


COMPLETE OBJECT HIT POINT TABLE

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)

STATIC HP OR ROLLED HP

The table gives both:

a fixed number

and:

a die expression

For example:

A resilient Small object:

10 (3d6) HP

The GM can use the suggested value appropriate to the object and situation.


FRAGILE VS. RESILIENT

Consider two Small objects.

Fragile Small Object

Suggested:

3 HP

Resilient Small Object

Suggested:

10 HP

Both are Small.

But one is much harder to destroy.


HUGE AND GARGANTUAN OBJECTS

The SRD handles very large objects differently.

For a:

HUGE

or:

GARGANTUAN

object, the GM divides it into:

LARGE OR SMALLER SECTIONS

and tracks the Hit Points of each section separately.


EXAMPLE — CASTLE WALL

Rather than treating an entire castle wall as one object with a gigantic HP pool, the GM can divide it into sections.

The characters might destroy:

one portion of the wall

without automatically destroying:

the entire structure.


DOES DESTROYING ONE SECTION COLLAPSE EVERYTHING?

The GM decides.

The SRD explicitly leaves it to the GM to determine whether destroying part of a large object causes:

THE WHOLE OBJECT TO COLLAPSE


DAMAGE TYPES AND OBJECTS

Objects don't respond to every damage type in the same way.

First, the SRD gives all objects:

IMMUNITY TO POISON DAMAGE

and:

IMMUNITY TO PSYCHIC DAMAGE


WHY?

Mechanically, an ordinary door cannot be poisoned.

A stone wall cannot suffer mental trauma.

The Immunities formalize this within the damage system.


THE GM CAN JUDGE DAMAGE EFFECTIVENESS

The SRD also allows the GM to determine that certain damage types are:

  • more effective

  • less effective

against particular objects.


BLUDGEONING EXAMPLE

The SRD notes that:

BLUDGEONING DAMAGE

can work well for smashing something.

But that does not necessarily make it equally effective for:

CUTTING

an object.


FIRE EXAMPLE

The SRD gives paper and cloth as examples of objects that might have:

VULNERABILITY TO FIRE DAMAGE

If the GM gives an object Fire Vulnerability, the normal Vulnerability rules apply to the damage.


DAMAGE THRESHOLD

Very large or especially durable objects may have another defensive statistic:

DAMAGE THRESHOLD

Castle walls are given as an example of the kind of object that can have one.


HOW DAMAGE THRESHOLD WORKS

If a creature or object has a Damage Threshold, it effectively ignores an instance of damage unless that single attack or effect deals at least the threshold amount.

If the damage:

DOES NOT REACH THE THRESHOLD

the damage is superficial.

The object loses:

0 HP

If the damage:

EQUALS OR EXCEEDS THE THRESHOLD

the target takes:

THE ENTIRE INSTANCE OF DAMAGE


IMPORTANT: YOU DON'T SUBTRACT THE THRESHOLD

Suppose an object has:

Damage Threshold 10

An attack deals:

13 damage

You do not calculate:

13 − 10 = 3

Instead:

13 reaches the threshold.

Therefore the object takes:

ALL 13 DAMAGE


DAMAGE THRESHOLD EXAMPLE — TOO LITTLE DAMAGE

Threshold:

10

Damage:

9

Result:

0 DAMAGE

The damage is superficial.


DAMAGE THRESHOLD EXAMPLE — EXACTLY ENOUGH

Threshold:

10

Damage:

10

Because the damage equals the threshold:

THE FULL 10 DAMAGE APPLIES


DAMAGE THRESHOLD EXAMPLE — MORE THAN ENOUGH

Threshold:

10

Damage:

17

Result:

17 DAMAGE

Not 7.


MULTIPLE SMALL HITS DON'T COMBINE AUTOMATICALLY

Damage Threshold applies to:

EACH SINGLE ATTACK OR EFFECT

Suppose a wall has:

Damage Threshold 10

and you deal:

6 damage

then later:

7 damage

Neither individual instance reaches 10.

So neither reduces the wall's HP.

You do not combine them into:

13

for threshold purposes.


OBJECTS NORMALLY HAVE NO ABILITY SCORES

An ordinary object lacks:

  • Strength

  • Dexterity

  • Constitution

  • Intelligence

  • Wisdom

  • Charisma

unless another rule explicitly assigns scores to it.


OBJECTS CANNOT MAKE ABILITY CHECKS

Because they normally lack Ability Scores:

OBJECTS CANNOT MAKE ABILITY CHECKS


OBJECTS FAIL SAVING THROWS

Ordinary objects without Ability Scores:

FAIL ALL SAVING THROWS

This is important when a spell or other effect is capable of affecting an object and calls for a save.


SPECIFIC RULES CAN CREATE EXCEPTIONS

As always:

SPECIFIC RULES OVERRIDE GENERAL RULES

If a particular magical object, animated object, vehicle, or other game element is given its own Ability Scores or special rules:

use those rules.

The general object rule applies when no specific exception exists.


COMPLETE BREAKING OBJECT EXAMPLE

Suppose the party wants to smash a resilient wooden chest.

The GM treats it as:

Small

Wood

Resilient

From the SRD tables:

AC

Wood:

AC 15

HP

Small Resilient:

10 HP

The character attacks it.

Attack total:

18

The attack hits.

Damage:

7 Bludgeoning

The GM considers that damage appropriate for smashing the chest.

The chest now has:

10 − 7 = 3 HP

Another successful attack deals:

5 damage

The chest reaches:

0 HP

and is destroyed.


COMPLETE DAMAGE THRESHOLD EXAMPLE

Imagine a reinforced section of castle wall has:

AC 17

HP 50

Damage Threshold 10

Attack one deals:

8 damage

Because:

8 < 10

the wall takes:

0 DAMAGE

Attack two deals:

14 damage

Because:

14 ≥ 10

the wall takes:

14 DAMAGE

Remaining HP:

36


OBJECTS AND ATTACKS

The general breaking rules allow objects to be harmed by attacks and some spells.

Therefore an object can become the target of an Attack Roll when the attack is capable of affecting it.

The attacker compares their Attack Roll against:

THE OBJECT'S AC

exactly as they would against another target with AC.


SPELLS AND OBJECTS

Not every spell can necessarily affect an object.

The Breaking Objects rules say objects can be harmed by:

attacks

and:

some spells.

So always read the spell's targeting and effect rules.

Do not assume that every spell capable of harming a creature automatically damages objects.


OBJECT SIZE MATTERS

Objects use the same broad Size categories found elsewhere in the game:

  • Tiny

  • Small

  • Medium

  • Large

  • Huge

  • Gargantuan

An object's Size affects its suggested Hit Points.

That is why Size appears in the Object Hit Points table.


A PRACTICAL OBJECT CHECKLIST

When your character interacts with an object, ask:

1. IS THE INTERACTION SIMPLE?

If yes:

describe it and let the GM resolve it.


2. IS TIME LIMITED?

If yes:

remember that you normally have:

ONE FREE OBJECT INTERACTION PER TURN

during your movement or action.

Further interactions may require:

UTILIZE


3. IS THE OBJECT HIDDEN?

Describe where you are searching.

The GM may call for:

WISDOM (PERCEPTION)


4. IS WEIGHT IMPORTANT?

Usually not.

But if the load becomes unusually heavy:

use:

CARRYING CAPACITY


5. ARE YOU TRYING TO BREAK IT?

Fragile object?

It may break automatically.

Resilient object?

The GM may assign:

  • AC

  • HP

  • damage effects

  • Damage Threshold


6. DOES THE OBJECT HAVE SPECIAL RULES?

If yes:

follow them.


COMMON BEGINNER MISTAKES

MISTAKE 1 — ROLLING TO OPEN EVERY NORMAL DOOR

Simple interactions often need no check at all.


MISTAKE 2 — THINKING EVERY OBJECT INTERACTION COSTS YOUR ACTION

When time is limited, one ordinary interaction can happen for free during your movement or action.


MISTAKE 3 — INTERACTING WITH UNLIMITED OBJECTS FOR FREE

A second interaction in the same turn normally requires:

UTILIZE


MISTAKE 4 — THINKING A HIGH PERCEPTION ROLL SEARCHES THE ENTIRE WORLD

You must search near the hidden object.

Searching the wrong location cannot reveal it regardless of the roll.


MISTAKE 5 — TRACKING EVERY POUND AT ALL TIMES

The SRD says characters usually carry normal gear and treasure without worrying about weight.

Carrying Capacity becomes relevant when the load is unusually large or heavy.


MISTAKE 6 — ROLLING DAMAGE FOR A PIECE OF PAPER

An obviously fragile nonmagical object can simply be destroyed with an action when the GM applies the fragile-object rule.


MISTAKE 7 — GIVING EVERY OBJECT THE SAME AC

Object AC varies by material.

Wood, stone, steel, and adamantine have different suggested Armor Classes.


MISTAKE 8 — THINKING DAMAGE THRESHOLD REDUCES DAMAGE

It doesn't.

Either:

the damage fails to reach the threshold and deals 0

or:

it reaches the threshold and the full damage applies.


MISTAKE 9 — POISONING A WALL

Objects have Immunity to:

Poison

and:

Psychic

damage.


MISTAKE 10 — MAKING ORDINARY OBJECTS ROLL SAVING THROWS

Without assigned Ability Scores, objects:

FAIL ALL SAVING THROWS


LESSON 15 — KEY TAKEAWAYS

AN OBJECT IS A DISCRETE, INANIMATE ITEM

Examples include doors, windows, swords, books, tables, chairs, and stones.


SIMPLE INTERACTIONS OFTEN NEED NO ROLL

Describe what you do.

The GM resolves it.


WHEN TIME IS LIMITED

You normally have:

ONE FREE OBJECT INTERACTION PER TURN

during your movement or action.

Further interactions require:

UTILIZE

unless another rule says otherwise.


HIDDEN OBJECTS

Searching normally involves:

WISDOM (PERCEPTION)

but you must search in the correct vicinity.


CARRYING CAPACITY

Determined by:

SIZE + STRENGTH SCORE

Small and Medium creatures normally carry:

STRENGTH × 15 LB.

and can drag, lift, or push:

STRENGTH × 30 LB.


FRAGILE OBJECTS

Can often be destroyed automatically with an action.


RESILIENT OBJECTS

Can use:

  • Armor Class

  • Hit Points

  • damage-type interactions

  • Damage Threshold


OBJECT AC DEPENDS ON MATERIAL

From:

AC 11 for cloth, paper, or rope

up to:

AC 23 for adamantine.


OBJECT HP DEPENDS ON SIZE AND RESILIENCE

Tiny through Large objects have suggested Fragile and Resilient HP values.


OBJECTS HAVE IMMUNITY TO

POISON

and:

PSYCHIC DAMAGE


DAMAGE THRESHOLD

Damage below the threshold:

0 DAMAGE

Damage equal to or above the threshold:

FULL DAMAGE


ORDINARY OBJECTS HAVE NO ABILITY SCORES

Unless another rule provides them.

Therefore they:

can't make Ability Checks

and:

fail all Saving Throws.


NEXT LESSON

LESSON 16 — HAZARDS, MARCHING ORDER, TRAVEL PACE, MOUNTS, AND VEHICLES

Now that you understand how adventurers interact with individual objects, we can expand exploration to the larger environment.

In Lesson 16, we will study:

  • environmental hazards

  • Burning

  • Dehydration

  • Falling

  • Malnutrition

  • Suffocation

  • Marching Order

  • long-distance travel

  • Fast, Normal, and Slow travel pace

  • the mechanical effects of each pace

  • traveling with mounts

  • increased mounted travel distance

  • land vehicles

  • waterborne vessels

  • how travel choices affect Perception, Survival, and Stealth

This will complete the major non-grid exploration rules before we move to positioning with miniatures and tokens.


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.