Expanded Mounted Rules
What is a mount?
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.
- A willing creature: The creature must be willing. There are no rules for riding unwilling mounts, but I suspect that using the rules for grappling would yield roughly the same effect.
- At least one size larger than you: Horses are large, and mastiffs and ponies are medium. Those are the typical mounts. That has an appropriate anatomy: Horses, ponies, donkeys, and mules all make fine mounts, considering that they have an anatomical structure that allows them to carry things and creatures on their backs.
Mount companion
A mount is a companion that you have to handle in and out of combat. The Pet and Companion Rules page describes in detail what you can do with your companion while you are unmounted. When you mount onto your companion, the companion shares your initiative rather than acting on its turn. Though it may still try and act independently unless you are able to rein it in.
Ride check
While mounted, you are directly guiding a creature to do your bidding. You use its movement speed as your own and can have it roll any ability skill check around pushing or dragging objects, provided that it can either grip or press against the object. However, should you and your mount find yourself in a difficult circumstance, a ride check would be required since you need to focus on keeping yourself in the saddle or have the mount make a particular maneuver.
Choose one of the following skills as the base of the ride check.
- Acrobatics: You are using your balance to try and move the creature, while holding on to its back.
- Animal Handling: You are using your knowledge of how to coerce a beast to move and act. Only works with creatures of the beast type.
- Arcana: The creature you are mounted on is of a magical make and you are using your magic to operate it. Primarily used for creatures of the construct type.
- Persuasion: You are able to directly communicate with it with speech, either with magic or telepathy.
Then add bonuses to the ride check if you have certain feats, features, or gear.
Ride Modifiers- Ride proficiency (+Prof): You add your proficiency bonus to the Ride check if you have the Riding Training feat; you add it again even if you have proficiency or expertise in the skill. This bonus is only applicable when riding mounts of the beast type.
- If you have the Exotic Rider feat, you add your proficiency bonus to the ride check regardless of the mount's creature type.
- Saddle: Riding a mount that isn't fitted with a saddle is unbearable, applying a -5 penalty to it. Depending on the quality of the saddle you use, you add a bonus to your ride checks.
- Ill suited (-5): If you attempt to ride a creature that is ill-suited as a mount. Either it has no back for a saddle, or its body is difficult to hold on to.
Guaranteed Success. You can circumvent the need to roll by using your action instead. For example, if you don't want to risk rolling to disengage from combat with a bonus action to roll a ride check, you can use an action instead to avoid the roll.
- The Ready action can be used situation that needs a reaction.
- Regarding attack, you may use one of your attack actions if you have multiple.
Ride DC | Mounted options/Difficult situations |
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- Action Cost: Reaction |
Protect Mount: You roll a Ride check to negate the hit. The attack becomes a miss if your Ride check result is greater than the opponent’s attack roll.
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10 Action Cost: None |
Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this turn because you need to use the other to control your mount.
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10 Action Cost: None |
Stay in Saddle: You try to avoid falling when your mount rears, bolts unexpectedly, is forcefully moved, or when it tries to throw you off. A failure causes you to be dismounted. You take 1d6 points of bludgeoning damage and are knocked prone.
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20 Action Cost: Bonus Action |
Fight With Mount: If you direct your war-trained mount to use its attack action in battle. It makes one attack against a target of your choice.
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15 Action Cost: Bonus Action |
Spur Mount: You can spur your mount to greater speed. A successful Ride check commands your mount to use its action to Dash, doubling its current movement speed
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15 Action Cost: None |
Leap: You can get your mount to jump over obstacles as part of its movement. If you fail your Ride check, you fall off the mount when it leaps and take 1d6 points of bludgeoning damage and fall prone. |
15 Action Cost: Free Action |
Cover: You use the elevated position that riding your mount provides to avoid getting hit. Make your Ride check at the start of your turn. You get the benefit of half cover (+2 to AC and Dex saves) while mounted for that turn. If you fail your Ride check, you don’t get the cover benefit.
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15 Action Cost: Bonus Action |
Withdraw: You command your mount to get out of danger safely. A successful Ride check commands your mount to use its action to Disengage, making it so that your mount's movement doesn’t provoke opportunity attacks for the rest of the turn. This applies to you as well while mounted.
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20 Action Cost: None |
Fast Mount or Dismount: You can attempt to mount or dismount from your mount without using your movement. If you fail the Ride check, mounting or dismounting requires half your base movement as usual. If you don't have enough movement, you don't get up or down your mount.
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15 Action Cost: Reaction |
Rein in Mount: Some mounts will rely on their natural instinct to flee from the confusion of combat, or slake their blood thirst at the smell of blood, rather than listening to their rider. You attempt to keep control of your mount, making sure that it doesn't do anything you don't want. If you fail the Ride check, the DM takes control of the mount and has it act independently according to its personality and nature during your turn.
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20 Action Cost: none |
Control Mount in Battle: When trying to use your mount's movement during battle, it may freeze up and refuse to go into situations that it perceives as dangerous. If you fail the Ride check, you can't use the mounts' movement as your own that round.
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Action Cost: Bonus Action |
Overrun: You command your mount to use its action to Overrun a target creature of your choice. Your ride check is contested by the hostile creature's Strength (Athletics) check. If you win the contest skill check, your mount can move through the creature's space, but the square counts as difficult terrain, and your mount can't stop within its space.
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Mounting / 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.Riding Creatures and effects by their size
While mounted on a creature one size category larger, the rider gains a mounted AC bonus depending on their control over the creature. If the rider has high enough animal handling they will increes this bonus, se mounted control table bellow. This mounted AC bonus is however ignored if the rider is attacked by a:- Ranged attack.
- Melee attack that effected by “Reach”.
- Melee attack from another rider mounted on a creature that is the same size category or larger compared to the mount.
- Creature that is the same size category or larger compared to the mount.
- Creature that is flying.