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.