Mounts Physical / Metaphysical Law in Gran Kora | World Anvil
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Mounts

So you wanna ride a mount?
  You've recently bought or acquired a mount. Wether it's a pack mount used for carrying equipment or a riding mount used to travel faster, the rules are the same.  

Limits

Carrying Capacity

Since we're using variant encumbrance your movement speed is influenced by the things you're carrying. Your mount's size also defines it's carrying capacity. Otherwise the normal rules apply.   Their strength x5 is their base carrying capacity, multiplied by x2 for Large, x4 for Huge, etc. Carrying above this limit will lessen their movement speed by 10 ft. in combat. If your mount has a movement speed of less than 40 ft. it will also half your travel speed or if it is 60 ft. it will revert back to regular instead of being doubled (keep in mind the slowest party member decides the speed).   Of course your mount is also carrying it's rider. For the sake of convenience we rule that a medium creature weighs 100 lbs. (50 lbs. for small) + equipment.  

Hearthstoning

You must have a Hearthstone attachment crafted for your mount. This is carved in a way it fits perfectly to your hearthstone but is linked to your mount's soul. These automatically trigger when you succesfully use your Hearthstone. Mounts can only equip one attachment or Hearthstone at a time and the weight is negligible.  

Terrain

You cannot travel through extra difficult terrain with a mount.  

Expenses

Operating your mount costs money, you must maintain it's equipment and feed it appropriately. Firstly make sure you have a saddle for the appropriate type of mount. Secondly food for your mount is negligible.  

Combat

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.  

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 horses, donkeys, and similar creatures are assumed to have such training. 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.   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.   In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
Type
Natural

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