Rules Glossary — page 178
Rules Glossary rules and reference.
Object Armor Class AC Substance AC Substance 11 Cloth, paper, rope 19 Iron, steel 13 Crystal, glass, ice 21 Mithral 15 Wood 23 Adamantine 17 Stone
Hit Points. An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points 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 separately. The GM 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)
Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The GM might decide that some damage types 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 to Fire damage.
Damage Threshold. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also "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. Bright Light Bright Light is normal illumination. See also "Playing the Game" ("Exploration"). Burning [Hazard] A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Burrow Speed A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so. See also "Speed." Campaign A campaign is a series of adventures. See also "Adventure." Cantrip A cantrip is a level 0 spell, which is cast without a spell slot. See also "Spells." Carrying Capacity Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push.
While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your
Speed can be no more than 5 feet.
Carrying Capacity Creature Size Carry Drag/Lift/Push Tiny Str. × 7.5 lb. Str. × 15 lb. Small/Medium Str. × 15 lb. Str. × 30 lb. Large Str. × 30 lb. Str. × 60 lb. Huge Str. × 60 lb. Str. × 120 lb. Gargantuan Str. × 120 lb. Str. × 240 lb.
Challenge Rating
Challenge Rating (CR) summarizes the threat a
monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a monster is in actual play. "Gameplay Toolbox" ("Combat Encounters") provides guidance to the GM on using CR while planning potential combat encounters. See also "Stat Block." Character Sheet A character sheet is a paper or digital record that you use to track your character's information.
See also "Character Creation." Charmed [Condition] While you have the Charmed condition, you experience the following effects.
Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on any ability check to interact with you socially. Climbing While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb.