Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to (almost) all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal.
The following are guidelines that the DM keeps in mind.
Level | Damage Threshold | AC/DCs | Examples |
|---|---|---|---|
None | - | 5-10 |
|
Sturdy | You need to deal at least 5 damage and that damage is taken as normal. | 10-15 |
|
Reinforced | You need to deal at least 10 damage and that damage is taken as normal. | 15-20 |
|
Heavily Reinforced | You need to deal at least 25 damage and that damage is taken as normal | 20+ |
|
Arcane Resilience | Resistant to all damage. | 15-20 |
|
Arcane Reinforcement | Immune to all damage. | - |
|
Legendary | These magic items are so tough that they cannot be destroyed in any conceivable way and must be locked away or perhaps even thrown into a volcano. | - |
|
A player could do an investigation check to discover a weakness such as 'weak to bludgeoning' or weak to force damage or perhaps even 'weak to fire'.
Typically, magic items are not targetable when held by a creature.
An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way).
The following are guidelines that the DM keeps in mind.
Substance | Typical ACs / DCs | Typical Hitpoints |
|---|---|---|
Cloth, Paper, Rope | 11 | 1-10 |
Crystal, Glass, Ice | 13 | 5-10 |
Wood, Bone | 15 | 10-25 |
Stone | 17 | 25-50 |
Iron, Steel | 19 | 50-100 |
Mithral, Adamantine | 21+ | 100+ |