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Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.
  An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
  Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
  Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
 

Travel

While traveling, a group of adventurers can move at a normal, fast, or slow pace. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. Ttraveling on foot is 3mph.
 

Forced March

The Travel Pace assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour.
  The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.
 

Difficult Terrain

The travel speeds assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain.
  You move at half speed in difficult terrain — moving 1 foot in difficult terrain costs 2 feet of speed — so you can cover only half the normal distance in an hour or a day.
  Axe Beaks ignore difficult terrain caused by snow or ice.
Snowshoes negate difficult terrain on snow.
Crampons negate difficult terrain on Slippery Ice
 

Mounts and Vehicles

For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.
  Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
  Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly.
 

Dog Sledding

Sled dogs weigh 50 pounds on average and teams will be a similar size to each other so they can maintain the same gait. Most sled dogs are a mixture of breeds, they are hard working and require a lot of calories, up to 12,000 per day, eating fish and meat multiple times during the day.
  Large teams of up to 16 dogs can pull a fully loaded sled at 8 miles per hour even in grueling conditions of fog, ice, strong winds, and in temperatures as low as -40 degrees.
  The dogs can survive thanks to thick coats and sled drivers or mushers will provide them some hay to sleep on top of at night, sleeping close together to share heat. With one musher and their gear, in reasonable conditions, sled dogs are hitched up in pairs along the gangline, from the leaders to the swing dogs to the team dogs to the wheelers. Many of the dogs can run in any position, including lead, and mushers will rotate their dogs among the positions to avoid repetitive motion injuries, boredom, and fatigue.
 

Mounts and Other Animals

ItemCostSpeedTravel PaceCarrying CapacityPulling Capacity
Axe Beak50 gp50 ft.5 mph. 480 lb. 2,400 lbs.
Camel50 gp50 ft.5 mph. 480 lb. 2,400 lbs.
Donkey or mule8 gp40 ft.4 mph.420 lb.2,100 lbs.
Draft horse50 gp40 ft.4 mph.540 lb.2,700 lbs.
Elephant200 gp40 ft.4 mph.1,320 lb. 6,600 lbs.
Goat, Riding8 gp40 ft.4 mph.420 lb.2,100 lbs.
Mastiff25 gp40 ft.4 mph.195 lb. 975 lbs.
Pony30 gp40 ft.4 mph.225 lb. 1,125 lbs.
Riding horse75 gp60 ft.6 mph.480 lb. 2,400 lbs.
Sled Dog25 gp60 ft.6 mph.72 lb. 360 lbs.
Warhorse400 gp60 ft.6 mph.540 lb. 2,700 lbs.

  Sleds: Pulling capacitiy is double when pulling a sled on snow or ice
Wheeled Vehicles: Pulling capacity is tripled when pulling a wheeled vehicle

  * Foot speed is based on the slowest character having a speed of 25' or more. for 15-20: 2 mph, 5-10: 1mph
 

Tack, Harness, and Drawn Vehicles

ItemCostWeight
Bardingx4x2
Bit and bridle2 gp1 lb.
Carriage100 gp600 lb.
Cart15 gp200 lb.
Chariot250 gp100 lb.
Feed (per day)5 cp10 lb.
Saddle Exotic60 gp40 lb.
Saddle Military20 gp30 lb.
Saddle Pack5 gp15 lb.
Saddle Riding10 gp25 lb.
Saddlebags4 gp8 lb.
Sled, Dog20 gp100 lb.
Sleigh20 gp300 lb.
Stabling (per day)5 sp-
Wagon35 gp400 lb.

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