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Mounts

Rules

Mounting and Dismounting

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, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

Mounted Position

Being mounted does not change your character's size. Your reach extends from your character, not your mount. If your mount is a large creature occupying a 10 foot square, and you are a medium creature occupying a 5 foot square, then you must choose one of the four 5 foot spaces within your mounts 20 foot square to occupy while mounted.   You can use your movement to move to a different location on your mount.  

Controlling a Mount

While you’re mounted, you have two options. You can either control the mount or allow it to act independently. You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. Creatures with an Intelligence of 6 or greater, such as dragons, act independently.

Controlled Mounts

The initiative of a controlled mount changes to match yours when you mount it.   It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge.   A controlled mount can move and act even on the turn that you mount it.   A controlled mount does not have the option to take the Attack or Help actions.  

Independent Mounts

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. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. If the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.   An independent mount can take any action on its turn, but acts in its own interest.  

Adventuring Gear

  • Pack Saddle
  • A pack saddle is a blanket that covers the mount with a harness to strap saddlebags.
  • Riding Saddle
  • A riding saddle includes a seat for a rider allowing you to ride a mount with ease.
  • Military Saddle
  • A military saddle gives you advantage on any check you make to remain mounted.
  • Exotic Saddle
  • An exotic saddle is required for riding any aquatic or flying mount.   Riding a mount bareback or without a riding saddle, imposes disadvantage on any check you make to remain mounted.  
  • Saddlebags
  • Saddlebags can be attached to a mount's saddle to allow the mount to carry items.
  • Bit and Bridle
  • A bit and bridle are used to direct a mount.
  • Barding
  • Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

    Mounts

  • Pony
  • A suitable mount for a child.
  • Draft Horse
  • A draft horse is not trained to take a rider, and is normally used to pull a cart, a plow or a barge. It can carry a rider while someone else guides it, but the rider cannot control the mount from the horse's back.
  • Riding Horse
  • A riding horse is trained to take a rider.
  • Warhorse
  • A warhorse is a riding horse that has been bred for fighting in battle. It does not require a Wisdom (Animal Handling) check to control in combat.
  • Stallion
  • If the stallion choose someone, that person has gains a valuable companion for life that will listen to its master's commands to the best of its ability and will never leave its side even in the face of the most dire of threats. Oftentimes, stallions will refuse to bond with another creature if its master dies often following it master to its grave.
  • Elk
  • The elves are known to call elk to their service in times of need, and it is with them they charge into battle.
  • Ibex
  • The Mountain Dvergr are not fond of animal husbandry, but when they do need the stength of beasts, it is the sturdy ibex that they look to.
  • Reindeer
  • The Vestari are known to ride their reindeer, both as scouts, and as light cavalry.
    Unless a mount is trained for combat the rider must succeed a DC 15 Wisdom (Animal Handling) check whenever the mount they are riding takes damage. On a failed save, the mount must spend its turns trying to move as far away from the source of danger as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the mount can use the Dodge action.

    Drawn Vehicles

  • Sled
  • A sled is 5 feet on both sides. It can hold one medium size or smaller creature.
  • Cart A cart is 10 feet wide and 5 feet long.
  • It can hold two medium size or smaller creatures.
  • Chariot A chariot is 10 feet wide and 5 feet long.
  • It can hold two medium size or smaller creatures.
  • Wagon
  • A wagon is 10 feet on both sides. It can hold four medium sized or smaller creatures.
  • Carriage
  • A carriage is 10 feet wide and 15 feet long. It has a large sitting compartment that can hold four medium sized or smaller creatures. It can be steered by a creature sitting on a bench at the front of the carriage external to the sitting compartment. Creatures can enter or exit the sitting compartment through a side.

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