Mounted Combat Homebrew

by ConstrainedOperative

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Mounted Combat Homebrew

Why use this homebrew?

The Mounted Combat Rules as shown in the PHB have some issues.

  1. When you ride a mount that's Large or larger, what space do you occupy? Do you have to "move" on the mount, do you share its space or something in between?

  2. If you ride a controlled mount, does it share its turn with you or get its own turn, before or after yours? In the first case, riding is powerful, as you can get a free Dash or Disengage every turn. In the second case, riding is weak, as if you want to attack and move, you can't split your movement without using the Ready action, and then can't use extra attack.

  3. Mounts die very easily. Some might see this as balance for using the more powerful interpretation of the controlled mount turns, but if so, that's a bad way of doing balancing.

This Homebrew tries to make mounts worthwhile by solidifying the mounted combat rules into something useful and introducing a sidekick class that can be used for mounts.

Mounted Combat Rules

You can mount a willing creature if it is at least one size larger than you and of appropriate anatomy.

Mounting and Dismounting

(No changes from the PHB.)

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.

Occupied Space and Reach

When riding a larger creature, the rider is situated at the center point of the squares the mount occupies. The rider is considered to occupy all squares it touches from that position for the purpose of attacking and being attacked.

Example 1: Medium or Small rider on a Large horse: The rider occupies all 4 squares of the mount and can attack adjacent targets with 5-foot reach weapons.

Example 2: Medium or Small rider on a Huge elephant: The rider occupies the center square of the mount and needs 10-foot reach weapons to attack adjacent targets.

Mounts in the Turn Order

When you mount a creature, you can control it if it is trained to do so. Otherwise, it acts independently on its own turn and is controlled by the DM. Intelligent creatures that serve as mounts usually act independently, though some might allow you to control it.

For a controlled mount, once you mount it, its initiative switches to yours, and it takes it turns concurrent with yours. You can command it to move, take the Dodge action, take bonus actions and take reactions without requiring an action from you. You can command it to take the Dash or Disengage action by using a bonus action. If you are incapacitated, it will act according to its nature as determined by the DM.

If a creature already had a turn in this round when you mount it and used its movement or actions during it, it can’t do the same during the turn you mount it. If you dismount a creature and it then has its turn later during this round, it can’t use movement or actions if it did so during your turn.

If the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.

Riding Equipment

See "Mounts and Vehicles" in chapter 5 of the Player's Handbook for a list of equipment used for mounts, such as barding, bit and bridle, saddles, and saddlebags. These rules are extended here as follows:

Cost and weight. The values in the tables are used for Large mounts. For Medium mounts, the values in the cost column stay the same, but the values in the weight column are halved. For Huge mounts, double both the cost and weight values.

Saddles. If the mount you are riding is not equipped with a riding, military or exotic saddle, you have disadvantage on ability checks and saving throws to remain seated. A military saddle gives you advantage instead. An exotic saddle is required for flying, aquatic and other unusual mounts.

Capacity. A mount equipped with a pack saddle can carry gear up to its carrying capacity, strapped to its back with ropes. Saddlebags come in sets of two, and each bag can carry 20 lbs. of gear.

Using a Sidekick

Some battle-trained creatures of challenge rating 1/2 or less can gain levels in the sidekick class detailed on the next page, using the rules in Tasha's Cauldron of Everything. The DM might use the optional rules below for leveling up the mount instead of having the mount be automatically at your level.

The mount can use its sidekick abilities only when ridden by a rider it is bonded to.

Attitude and Bonding

If a suitable creature has a friendly attitude towards you (see "Social Interaction" in chapter 8 of the Dungeon Master's Guide), you can declare it as your bonded mount. You can have only one bonded mount at a time, and the mount can be bonded to only one rider at a time.

A newly acquired mount usually has a indifferent or even hostile attitude towards you. After you spend 8 hours training or riding it, you or a trainer can attempt a DC 15 Wisdom (animal handling) check, increasing its attitude by one step on a success.

A friendly or indifferent controlled mount generally lets you mount it and follows your commands. If it is indifferent or not battle-trained, it will stop being controlled whenever it takes damage.

A hostile creature can't be mounted if you fought or are fighting it or its allies. If you try to mount a hostile creature, you must use an action to try and convince it to let you mount it with a DC 15 Wisdom (animal handling) check. If you successfully mounted it, it becomes a controlled mount and accepts your commands to move, but you must repeat the check whenever you command it to take an action. On a fail, or whenever it takes damage, the mount stops being controlled.

If you lose control of a mount, you can use an action to make a Wisdom (animal handling) check to regain control. The DC is 10 for friendly and indifferent mounts and 15 for hostile mounts. If you fail, the mount stays uncontrolled, and an indifferent or hostile mount bucks you.

Bucking. If a mount bucks you, you are knocked prone and must make a Dexterity saving throw to avoid being unseated, as described in "Mounting and Dismounting" on the previous page. If you succeed, you continue being prone while remaining on the mount. You can't use your movement to "stand up" until you regain control of the mount.

Optional: Leveling Up the Mount

When you bond with a battle-trained mount, it gains the first level of the sidekick class. It gains a level whenever you gain a level, provided it accompanied you for most of your recent adventures prior to leveling.

You can also spend time training the mount to level it up (to a maximum of your level): After each day the mount spends with you, you can make a Wisdom (animal handling) check. On a success, the mount gains a level. The DC of the check is equal to 5 + the level it’s gaining.

As a downtime activity, a trainer who isn't you can make this check instead. If done so, each check requires 1 day of training. You must be present during the training.

Summoned Mounts

Mounts that can be summoned, such as with the Find Steed spell or the Drakewarden Ranger's drake, do not use the full rules for sidekicks, as they come with their own benefits.

When used as a mount, these creatures use the rules for controlled mounts as opposed to their normal rules. They count as a friendly battle-trained mount, and they gain the 1st-level "Teamwork" and the 3rd-level "Mount Attacks" features from the sidekick class.

Sample Mounts

The following table shows some mounts that you might be able to buy in a campaign. Note that the prices of the mounts don't necessarily follow the ones on the Player's Handbook, in order to better reflect their challenge rating and usefulness. For the mounts' statistics, consult the Monster Manual.

Sample Mounts
Mount Size CR Cost (gentle) Cost (battle-trained)
Axe Beak Large 1/4 50 gp 200 gp
Camel Large 1/8 30 gp 120 gp
Draft Horse Large 1/4 50 gp
Elephant Huge 4 1,500 gp 6,000 gp
Giant Goat Large 1/2 80 gp 320 gp
Hippogriff* Large 1 1,000 gp 4,000 gp
Mastiff Medium 1/8 20 gp 80 gp
Mule Medium 1/8 15 gp
Pony Medium 1/8 30 gp 120 gp
Riding Horse Large 1/4 75 gp
Warhorse Large 1/2 400 gp

*Note: If you want to a hippogriff to be suitable as a sidekick, remove its Multiattack action in order to effectively reduce its challenge rating.

Sidekick Class: The Mount

The Mount
Level Proficiency Bonus Features
1st +2 Bonus Proficiencies, Teamwork
2nd +2 Second Wind
3rd +2 Mount Attacks
4th +2 Ability Score Improvement
5th +3
6th +3 High Ground
7th +3 Uncanny Dodge
8th +3 Ability Score Improvement
9th +4
10th +4 Improved Defense
11th +4 Indomitable
12th +4 Ability Score Improvement
13th +5
14th +5 Teamwork Improvement
15th +5 High Ground Improvement
16th +5 Ability Score Improvement
17th +6
18th +6 Indomitable Improvement
19th +6 Ability Score Improvement
20th +6 Second Wind Improvement

Bonus Proficiencies

1st-level mount feature

The mount gains proficiency in one saving throw of your choice: Strength, Dexterity or Constitution.

The mount gains proficiency in one skill of your choice from Acrobatics, Athletics, Perception, Stealth or Survival.

The mount gains proficiency with all barding.

Teamwork

1st-level mount feature

While the mount is being ridden, the rider can take a bonus action to make the mount use the Help action, but only to give its rider advantage on an attack roll against a target within 5 feet of the mount.

At 14th level, the mount can use a bonus action to Help in this way.

Second Wind

2nd-level mount feature

The mount can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

The mount can use this feature twice between rests starting at 20th level.

Mount Attacks

3rd-level mount feature

While the mount is being ridden, the rider can take a bonus action to make the mount use an action from its stat block.

Ability Score Improvement

4th-level mount feature

At 4th level and again at 8th, 12th, 16th, and 19th level, the mount increases one ability score by 2 or two of them by 1 each. The mount can't increase an ability score above 20 using this feature.

High Ground

6th-level mount feature

The first time the mount's rider hits with an attack during their turn, that attack deals an extra 1d6 damage. The extra damage is the same type of damage dealt by the attack.

At 15th level, the extra damage increases to 2d6.

Uncanny Dodge

7th-level mount feature

When an attacker that the mount can see hits it with an attack, the mount can use its reaction to halve the attack's damage against it.

Improved Defense

10th-level mount feature

The mount’s Armor Class increases by 1.

Indomitable

11th-level mount feature

The mount can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again until it finishes a long rest.

The mount can use this feature twice between long rests starting at 18th level.

Credits

Created by u/ConstrainedOperative, with GMBinder

 

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