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Mounted Combat

Mounted Combat

A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount. If you’re knocked prone while mounted, you must make the same saving throw.

 

Controlling a Mount

While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a mount only if it has been trained to accept a rider. Domesticated creatures are assumed to have such training.

Controlled Mount

When entering combat while mounted use your mount's initiative. If you mount a creature during combat, the initiative of the mount changes to match yours when you mount it. The mount moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. If the mount has and Attack or Reaction, see below. A controlled mount can move and act even on the turn that you mount it.

When mounted on a mount that has either an Attack action, Reaction, or both only you or the mount may use these in a single round. You may use the Attack action or your mount may use its Attack action, but you cannot both use an Attack action. However, the creature that does not take its Attack action may use the Dash, Disengage, or Dodge action as would be sensible to do.

Similarly, when mounted either you or your mount may use a Reaction in a single round, but you cannot both use a reaction.  

Position, Targeting, Cover, & Reach

When riding a mount you are always considered to be in the center of the mount, and taking up the same space as it, however some allowances may be made when on a mount that is many times larger than the character. When attacking a mounted enemy you can chose to either aim for the mount, the rider, or any passengers, however, these mechanics are dependant on the size of the creature compared to the size of the character(s) riding it as layed out in the following table

 
Independent Mount

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes (ie. the DM determines the movement and actions of the creature). It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

 

Flying Movement

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

A flying creature can try to stay aloft at a specific place and hover in the air, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Special Weapons

Lance - You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

 
Saddles
A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount - 50gp for a basic saddle
Saddles & Armour for Mounts & Pets  
Falling

A fall from a great height is one of the most common hazards facing an adventurer At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6 . The creature lands prone, unless it avoids taking damage from the fall.



Cover image: by SubtleDragon057 via Wombo

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