Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

When characters need to saw through ropes, shatter a window, or smash a vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.


For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.


Statistics for Objects

When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.


Armor Class. 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 Object Armor Class table provides suggested AC values for various substances.


Hit Points. An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.

Attributes

Unorganized
AC
Substance
11
Cloth, Paper, Rope
13
Crystal, Glass Ice
15
Wood, Bone
17
Stone
19
Iron, Steel
21
Mithral
23
Adamantine
Tiny
Bottle, Lock
Fragile
1d4
Resilient
2d4
Small
Chest, Lute
Fragile
1d6
Resilient
3d6
Medium
Barrel, Chandelier
Fragile
1d8
Resilient
4d8
Large
Cart, 10ft.x10ft. Window
Fragile
1d10
Resilient
5d10