(3.5) Object Hardness and Hit Points

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Object (PH pp.

165-167)
Light blade
One-handed blade
Two-handed blade
Light metal-hafted weapon
One-handed metal-hafted weapon
Light hafted weapon
One-handed hafted weapon
Two-handed hafted weapon
Projectile weapon
Light armor***

Medium armor***

Heavy armor***

Shield

Paper or cloth
Rope
Glass
Ice
Leather or hide
Dragonhide (DMG pp. 283-284)
Wood
Darkwood (DMG p. 283)
Stone
Iron or steel
Cold Iron (DMG p. 284)
Mithral (DMG p. 283)
Alchemical Silver (DMG pp. 284 -285)
Adamantine (DMG p. 283)

Example
Short sword
Longsword
Greatsword
Light mace
Heavy mace
Handaxe
Battleaxe
Greataxe
Crossbow
Padded
Leather
Studded leather
Chain shirt
Chain shirt
Hide
Scale mail
Chainmail
Breastplate
Splint mail
Banded mail
Half-plate
Full plate
Buckler
Light wooden
Light steel
Heavy wooden
Heavy steel
Tower

Substance
Steel
Steel
Steel
Steel
Steel
Wood
Wood
Wood
Wood
Cloth
Leather
Leather
Steel
Mithril
Leather
Steel
Steel
Steel
Steel
Steel
Steel
Steel
Steel
Wood
Steel
Wood
Steel
Wood

Hardness*
10
10
10
10
10
5
5
5
5
0
2
2
10
15
2
10
10
10
10
10
10
10
10
5
10
5
10
5
0
0
1
0
2
10
5
5
8
10
10
15
8
20

* +2 per "plus"
** +10 per "plus"
*** Armor HP = AC bonus X 5
**** e.g., "/inch of thickness"
HP value given is for Medium armor, weapons, and shields: divide by 2 for each size category
smaller than medium, or multiply by 2 for each size category larger than medium.
In general, inanimate objects have an AC of 3+size mod. & take 1/2 dam from missile weapons.
Nonmagical, unattended objects always fail saving throws.
Magical objects always get saving throws, usually at owner's bonus (see PH pp. 166-167).

Hit Points**
2
5
10
10
20
2
5
10
5
5
10
15
20
20
15
20
25
25
30
30
35
40
5
7
10
15
20
20
2/inch****
2/inch
1/inch
3/inch
5/inch
10/inch
10/inch
10/inch
15/inch
30/inch
30/inch
30/inch
10/inch
40/inch

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