Mounted Combat
These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon.
Mounts in Combat
Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If a character doesn't dismount, they must make a DC 20 Ride check each round as a basic action to control a frightened mount. If they succeed, they can perform their other basic action after the initial basic action. If they fail, the single basic action to control the mount becomes a multi-action that takes their second basic action in addition to the first, and they can not do anything else until the start of their next turn.
A character’s mount acts on their initiative count as they direct it. The character moves at the mount's speed, but the mount uses its action to move.
Mounts are typically larger than their riders, and take up multiple squares of space on the board. Riders are considered to be in every square their mount occupies for the purposes of being targeted and area of effect effects.
Combat while Mounted
With a DC 15 Ride check, a character can guide their mount with their knees so as to use both hands to attack or defend themselves. If it is a combat trained mount the DC is 5. Performing this action is a free action at the start of their turn. If they fail they may attempt the check again as a basic action.
When a character attacks a creature smaller than their mount, that is on foot, they gain the benefits of high ground.
If the character’s mount charges, they also take the penalties associated with a charge. If they make an attack at the end of the charge, they receive the bonuses gained from the charge. When charging while mounted, some weapons may have additional effects such as dealing double damage.
Characters can use ranged weapons while their mount is taking a full movement, but at disadvantage on any attack rolls. They can also use ranged weapons while their mount is running, however at a –4 penalty in addition to the disadvantage. In either case, the character can make the attack at any point during their mount’s movement.
Casting Spells While Mounted
Characters can cast a spell normally while mounted if their mount only moves up to their base speed, either before or after the character casts. If they have their mount move both before and after they cast a spell, then they are considered casting the spell while the mount is moving, and have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running, they gain disadvantage on this check.
If A Mount Falls in Battle
If a character’s mount falls, they must succeed on a DC 15 Ride check to fall softly and take no damage, but still end up prone on the ground. If they fail the check, they take 2d6, +2d6 per size above medium that the mount is, points of crushing damage.
If A Character Is Dropped
If a character is knocked unconscious, or is otherwise helpless, they have a 50% chance to stay in the saddle. Otherwise they fall and take falling damage as appropriate. Without the character to guide it, the mount avoids combat unless it is combat trained then it will attempt to defend its fallen rider or take other actions it is trained to do.
Mounts in Combat
Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If a character doesn't dismount, they must make a DC 20 Ride check each round as a basic action to control a frightened mount. If they succeed, they can perform their other basic action after the initial basic action. If they fail, the single basic action to control the mount becomes a multi-action that takes their second basic action in addition to the first, and they can not do anything else until the start of their next turn.
A character’s mount acts on their initiative count as they direct it. The character moves at the mount's speed, but the mount uses its action to move.
Mounts are typically larger than their riders, and take up multiple squares of space on the board. Riders are considered to be in every square their mount occupies for the purposes of being targeted and area of effect effects.
Combat while Mounted
With a DC 15 Ride check, a character can guide their mount with their knees so as to use both hands to attack or defend themselves. If it is a combat trained mount the DC is 5. Performing this action is a free action at the start of their turn. If they fail they may attempt the check again as a basic action.
When a character attacks a creature smaller than their mount, that is on foot, they gain the benefits of high ground.
If the character’s mount charges, they also take the penalties associated with a charge. If they make an attack at the end of the charge, they receive the bonuses gained from the charge. When charging while mounted, some weapons may have additional effects such as dealing double damage.
Characters can use ranged weapons while their mount is taking a full movement, but at disadvantage on any attack rolls. They can also use ranged weapons while their mount is running, however at a –4 penalty in addition to the disadvantage. In either case, the character can make the attack at any point during their mount’s movement.
Casting Spells While Mounted
Characters can cast a spell normally while mounted if their mount only moves up to their base speed, either before or after the character casts. If they have their mount move both before and after they cast a spell, then they are considered casting the spell while the mount is moving, and have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running, they gain disadvantage on this check.
If A Mount Falls in Battle
If a character’s mount falls, they must succeed on a DC 15 Ride check to fall softly and take no damage, but still end up prone on the ground. If they fail the check, they take 2d6, +2d6 per size above medium that the mount is, points of crushing damage.
If A Character Is Dropped
If a character is knocked unconscious, or is otherwise helpless, they have a 50% chance to stay in the saddle. Otherwise they fall and take falling damage as appropriate. Without the character to guide it, the mount avoids combat unless it is combat trained then it will attempt to defend its fallen rider or take other actions it is trained to do.Remove these ads. Join the Worldbuilders Guild




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