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Mounted combat inDungeons & Dragonscan be a dream come true for adventurers. The idea of rushing into battle on a trusted steed is a scene that has played often in media and in our imaginations. Whether it’s a horse or a griffin or even your Infernal War Machine, mounts can revolutionize how you approach your latest adventure.
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However, the mechanics behind making this idea a reality are a bit confusing. With so much left up to question and vague wordings, we’ll give you the rules-as-written to let you as a player or a DM decide what you need to make the most of your mounted experience.
What Is A Mount?
A mount is any creature that you ride. Youdo not need proficiencyto ride a mount (there is no such thing), however, in order for you to ride it, a mountmust meet the following three requirements:
If a creature is not willing to be mounted or is not trained,a DM can decide to make exceptions.Grappling or Animal Handling, for example, can be used to decide if a player successfully tames or mounts a creature.
A mountdoes not need tackin rules-as-written, like a saddle, reins, stirrups, or other such mechanics. Mechanically,tack also has no rulesin fifth edition, so any combat mechanics (like advantage against being knocked off) are entirely left to the DM’s discretion.
List Of Standard Mounts
Below is a list ofall common mounts found within the main Player’s Handbook and Forgotten Realms space.This does exhaust outer books like the Explorer’s Guide To Wildemount, Volo’s Guide To Monsters, and other such additions to the fifth edition.
Horse, draft
Horse, riding
Zebra
Mounted Combat
In combat, things get a little messy. But for general use, there are afew explicit and known rules:
*It is unclear in rules-as-written if this is limited to movement during the player’s turn in initiative or any move they make. By “once during a move,” it can be argued that a player can mount any time they willingly move during any turn (be that due to an item or feat).
Knocked Off: Saving Throws
While mounted,a player or their mount can be targeted(unless they take the Mounted Combatant Feat; more on that below). This means that amount could be tripped, injured, forcibly moved by magic, knocked over, shot out of the sky, etc.. A mountcould also die.
No matter the situation, there’sa chance the player or their mount may be knocked to the ground.
If a player’s mount would be forcibly moved, they mustmake a DC 10 Dexterity saving throwto stop themselves from falling off. They can alsomake this saving throw as a Reactionif their mount is knocked over (via prone, fainting, death, etc.)in order to land on their feetand stop themselves from also falling prone.
If they failthe saving throw, theplayer falls within 5ft of their mount.TheDM chooses wherewithin 5ft of the mount the player falls.
In the case of a flying mount, it is impossible to land on your feet without taking damage. A player will take any fall damage appropriate for the distance they fell as decided by the DM.
Where Am I?: Mounts And Grids
It is not stated in the fifth edition what the rules are exactly on the placement of riders while mounted on large mounts. This isup to the DM’s discretion.Generally, there are two options:
This is important to decide as thiswill affect how enemies target the player(if they can at all), anyarea effectsfrom spells or feets, orhow the player deals damage or reaches with melee weapons.
Since the player’s speed is separate from the mount’s speed, it is alsopossible for the DM- in the case that they decide to choose “player has a specific space within the mount’s” -to allow the player to use their movement within the mount’s squares.However, again, this is up to the DM’s discretion and can easily become overly complicated.
Controlled Vs. Independent Mounts
There are several ways to play mounts in Dungeons & Dragons, and there is no one correct method. How a mount and their rider operates islargely left open to the DM, the player, and flavor.
To begin, there aretwo main ways to play mountsduring combat:
Controlled Mounts
Controlled Mounts are typicallycontrolled by the playerandtake the same turn in the initiative order as their rider. They canmove at any point during the player’s turn(either the beginning or the end), and itcan only take one of three Actions:
Theycannot attack.
Disengaging is importantwith mounts becausea mount’s movement can trigger Opportunity Attacks. When a creature is given a chance for an Opportunity Attack,they can hit either the player or the mount.Disengage can only be effective with the mount. Theplayer using Disengage with their own character does not count.
Independent Mounts
Independent Mounts are typicallyintelligent mountsthathave their own turn in the initiative order.They must be able to think and act for themselves.
These types of mountscan be controlled by either the DM or a player, depending on the DM’s final decision.
Independent Mountscan take all the actions of a Controlled Mountbutalso take additional types of actionslike attacks.For example, a player with a wyvern mount may have their wyvern attack with a bite and stinger attack on the wyvern’s turn.
Additionally,movements madewith the mount’s ridermust be made on the mount’s turn, not the rider’s.Arider cannot interrupt their mount’s turneither to make their own actions. As such, having two separate initiative placements requires additional strategy from the player.
If the DM is the one in control of the mount, the movement of the mount is typically either asked by the DM at the end of the mount’s turn or movement is given to the player on their character’s turn. This reason is why DM-controlled mounts can cause confusion and conflict in parties if done callously.
Important Feats, Spells, And Items
If you’re hoping to make Mounted Combat a staple in your game or in your character’s adventure, you shouldconsider the following things:
Mounted Combatant Feat
The Mounted Combatant feat is an absolute must for players wishing to either protect their steeds or make mount-riding a staple part of their character. It hasno prerequisites, meaning you cangain this feat at any timeso long as you have the means to do so.
Itboasts the following boons:
Unfortunately,advantage is not given to ranged characters, so those hoping to get bonuses for being a mounted archer see no benefits beyond protecting their mount. However,protection for your mount is incredibly importantthe higher your level asmost mounts typically cannot survive more than one round of advanced, high-level combat.
Additionally, thoseriding flying creatures will definitely want this feature.The alternative is having your winged mount fall out of the sky and you with it, taking several dice-worth of damage.
In rules-as-written, rogues also get a unique bonus from this feat. Since being mounted always gives you advantage against smaller creatures, this feat can offer a consistent use of Sneak Attack.
Find Steed And Find Greater Steed Spells
For those who mightuse their steed situationally, fear their mount dyingmore than anything, or prefer a more magical version of a steed (like Arvak from Elder Scrolls V: Skyrim), you can turn to theFind Steed/Find Greater Steed. It is a2nd Level Conjuration spellfor thePaladin classthat costs10 minutes to castand has a range of 30ft.
The best benefits of the Find Steed Spell are:
Additional benefits include your mount having thecapability of understanding your language,communicating telepathically, gaining abonus to their Intelligence, becoming anethereal versionof their normal counterpart, and you create a long-lasting personal bond.
The Greater Steed Spell is a4th Level Conjuration spellspecifically from Xanathar’s Guide To Everything, and it has the same benefits as the last spell with the twist being that you cansummon even larger, higher AC creatureslike griffins, sabertooth cats, and more.
In rules-as-written, theSmite spells are Self-target spells. As mounts share spell effects cast by Self-target spells, it is technically possible for a mount to Smite.Attacks made by the mount can technically trigger the Smite effect while active. A DM may or may not allow this.
Saddle of the Cavalier
For those who really like magic items (especially DM’s you like giving magic items) and love mounts, look no further than theSaddle of the Cavalier.
The saddle is aWondrous Item of the Uncommon variety. It reads:
“While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.
If you’re a fan of mounts butmight not want to invest one of your featsinto mounted combatant, theSaddle of the Cavalier might be a nice itemto have for thedisadvantage on attacking rolls against your mount.It’s not as reliable as the feat, but it also comes with theadded bonus of being exempt from being dismounted.
Regardless of what a player chooses for a mount, how a DM chooses to interpret rules, or what measures either take to protect their precious friends, we can all agree that mounts add a special kind of flavor to both combat and roleplay opportunities. At the very least, why not try giving them a chance - and maybe a fancy saddle too?