5E - Mounts of the Realms

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Mounts of the Realms

0.7

Mounts of the Realms

New Mounts

A cavalier's steed is as important to him as his sword or bow. A good steed can make its rider a fighting force to be reckoned with on the battlefield. The following list of mounts can be acquired as a Steed, or can be purchased as regular mounts for any other character, although with reduced functionality.


War Camel

Large beast, unaligned


  • Armor Class 9
  • Hit Points 16 (2d10+5)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 2 (-4) 8 (-1) 5 (-3)

  • Senses passive Perception 9
  • Languages
  • Challenge 1/4 (50 XP)

Steed: Reactive Bite. If an enemy within 5 feet makes an attack against the camel's rider, the camel can use its reaction to make a bite attack against that enemy.

Hardy Constitution. The War Camel has advantage on Constitution saving throws.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Mounts and Other Animals
Item Cost Speed Carrying Capacity
Clockwork Horse 2000 gp 45 ft. 675 lbs.
Owlbear 40 ft. 675 lbs.
War Camel 400 gp 60 ft. 540 lbs.
War Elephant 1,800 gp 40 ft. 1,440 lbs.
War Elk 600 gp 60 ft. 540 lbs.
War Mastiff 100 gp 40 ft. 225 lbs.
Zombie Horse 50 ft. 480 lbs.

War Mastiff

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 9 (2d8+1)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

Steed: Maul. If the mastiff hits two bite attacks against a single creature in two consecutive rounds, it can use its bonus action to grapple the creature. The mastiff has advantage on the grapple attack roll.

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Exotic Mounts

The following mounts are rare or hard to come by. Very few people if any will sell these mounts, and many adventuring parties will never come into ownership of one.


Clockwork Horse

Large construct, unaligned


  • Armor Class 18
  • Hit Points 33 (6d8+6)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (0) 13 (+1) 3 (-4) 3 (-5) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (Can't see passed this)
  • Languages
  • Challenge 1 (200 XP)

Loud Machinery. The clockwork horse had disadvantage on all Stealth (Dexterity) checks.

Steed: Overtrample. If the horse moves at least 25 feet straight towards a creature, the target must make either a DC 15 Strength saving throw or be knocked prone. This is done before either Trampling Charge or the Attack action.

If the target is knocked prone, the horse can overtrample a creature directly behind the target, with the saving throw DC decreasing by 2 for each additional target beyond the first.

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.


Owlbear

Large monstrosity, unaligned


  • Armor Class 13
  • Hit Points 59 (7d10+21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Steed: Maul. If the mount hits two claw attacks against a single creature in two consecutive rounds, it can use its bonus action to grapple the creature. The mount has advantage on the grapple attack roll.

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.


War Elephant

Huge beast, unaligned


  • Armor Class 12
  • Hit Points 80 (8d12+28)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 19 (+4) 3 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Steed: Intimidating Presence. When the mount's rider makes an initiative roll, all enemies within 90 feet that can see the elephant must succeed a DC 10 + Mount's Wisdom Modifier, Wisdom saving throw or become frightened of the mount.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.


War Elk

Large beast, unaligned


  • Armor Class 10
  • Hit Points 16 (2d10+4)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 14 (+2) 2 (-4) 10 (0) 6 (-2)

  • Senses passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Steed: Cleave. Whenever the elk hits an enemy with a ram attack, it can use its bonus action to make another ram attack against a target adjacent to the original.

Steed: Charge. If the elf moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+4) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.


Zombie Horse

Large beast, unaligned


  • Armor Class 9
  • Hit Points 36 (5d10+9)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., passive Perception 8
  • Languages
  • Challenge 1 (200 XP)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Undead Fortitude. If damage reduces the zombie to 0 hitpoints, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hitpoint instead.

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Steed

A trusty steed makes for a valued companion. A mount becomes a steed either through gaining the Mounted Adept Feat or through a month worth of adventures together. Purchasing a new steed may come with benificial additons known as traits.

Traits

When acquiring a new mount they may come with traits that bolster their abilities even further. The following will include some traits and extra abilities to make horses feel like a welcome addition to the party.

Kicker (Common)

If this horse is within 5 feet of a prone creature, or any creature goes behind it, the horse uses a reaction to make a hoof attack. This includes against the owner.

Forager (Common/100 GP)

This horse can live off the land while in appropriate terrain with proper vegetation. It does not need feed like other horses.

Long Runner (Uncommon/100 GP)

When making a forced march (see PHB, pg 181) this horse makes its Constitution saving throws against exhaustion at advantage. A Warhorse cannot have this trait.

Quiet (Uncommon/100 GP)

This horse understands when the rider wishes to be silent or unseen. The horse gain the following benefits.

  • This horse gains proficiency in Stealth.

Graceful (Uncommon/200 GP)

This horse stands out from the herd with its elegant mane and masterful moves. The horse, when mounted, Helps the rider with Intimidation and Persuasion checks. Mules and Ponies cannot have this trait. The horse gain the following benefits.

  • This horse gains proficiency in Charisma saving throws.

Steadfast (Uncommon/200 GP)

Not every mount is ready for battle and your Steed is well-suited to the rigors and chaos of war. The horse gain the following benefits.

  • This horse gains advantage on saving throws to resist becoming Frightened.

Strong (Uncommon/250 GP)

This horse stands strong among the rest of his herd. The horse gain the following benefits.

  • This horse increases its Strength score by 2.
  • This horse gains proficiency in Strength saving throws.

Sure-Footed (Uncommon/250 GP)

This horse rarely stumbles and flows like water through the battlefield. The horse gain the following benefits.

  • This horse increases its Dexterity score by 2.
  • This horse gains proficiency in Dexterity saving throws.

Hardy (Uncommon/250 GP)

This horse is extra hardy compared to his normal counterparts. The horse gain the following benefits.

  • This horse increases its Constitution score by 2.
  • This horse gains proficiency in Constitution saving throws.

Wise (Uncommon/250 GP)

This horse portrays wisdom with its actions. The horse gain the following benefits.

  • This horse increases its Wisdom score by 2.
  • This horse gains proficiency in Wisdom saving throws.

Arctic Survivor (Uncommon/500 GP)

From autumn to spring, this horse has a thick winter coat. The horse gain the following benefits.

  • This horse gains resistance to cold

Child of the Desert (Uncommon/500 GP)

This horse is exceptionally hardy in hot climates. The horse gain the following benefits.

  • This horse gains resistance to fire

Fast as the Wind (Uncommon/500 GP)

This horse can Dash as a bonus action. If it takes Dash as an action and a bonus action in a single round, it must make a DC Constitution saving throw or gain a level of exhaustion.

Necromatic Touch (Rare/750 GP)

This horse has had an encounter with the forces of the Shadowfell that have left special properties on it. The horse gain the following benefits.

  • This horse gains resistance to necrotic

Devoted (Rare/1000 GP)

This horse will not allow anyone to mount it except for its owner. To become its owner requires attunement - the prospective rider must stay in the saddle for 10 rounds using Animal Handling checks against the horse's Athletics. A rider who achieves this three times becomes the owner and is attuned to the horse. If the Devoted horse sees its owner fall in combat, it will use its action to pull or carry the owner to safety, using half its movement to get the owner on its back if possible. Physical contact with a devoted horse gives its owner advantage on Death Saving throws. If the owner dies or cannot visit it, the devoted horse will die after a month has passed.

Steed Abilities

Ability Table
Mount Size Ability
Black Bear Medium Aggressive, Maul
Boar Medium Charge
Brown Bear Large Aggressive, Maul
Camel Large Reactive Bite
Dire Wolf Large Reactive Bite
Elephant Huge Intimidating Presence
Elk Large Cleave, Charge
Giant Boar Large Charge
Goat Medium Cleave
Lion Large Aggressive, Maul
Mastiff Medium Reactive Bite
Polar Bear Large Aggressive, Maul
Riding Horse Large Ride By
Saber-Toothed Tiger Large Sneak Attack
Warhorse Large Overtrample
Winter Wolf Large Reactive Bite
Wolf Medium Reactive Bite
Worg Large Reactive Bite

Becoming a steed brings new options for your mount as they gain a Steed Ability. Above is a table of mounts included in the original Monster Manual and what Steed ability they will have. Below is the abilities and what they do.

Aggressive

When the mount's rider hits a weapon attack the mount can make a bite attack against a creature within 5 feet as a bonus action.

Charge

If the mount moves at least 20 feet straight toward a target and then hits it with a ram/tusk attack on the same turn, the target takes an extra 2d6 damage. If the target is a creature, it must succeed on a DC 10 + Mount's Strength Modifier, Strength saving throw or be knocked prone.

Cleave

When the mount hits an enemy with a ram attack, it can use its bonus action to make another ram attack against a target adjacent to the original.

Intimidating Presence

When the mount's rider makes an initiative roll, all enemies within 90 feet that can see the elephant must succeed a DC 10 + Mount's Wisdom Modifier, Wisdom saving throw or become frightened of the mount.

Maul

If the mount hits two claw attacks against a single creature in two consecutive rounds, it can use its bonus action to grapple the creature. The mount has advantage on the grapple attack roll.

Overtrample

If the horse moves at least 25 feet straight towards a creature, the target must make either a DC 10 + Mount's Strength Modifier, Strength saving throw or be knocked prone. This is done before either Trampling Charge (If available) or the Attack action.

Reactive Bite

If an enemy within 5 feet makes an attack against the mount's rider, the mount can use its reaction to make a bite attack against that enemy.

Ride By

If the horse moves at least 20 feet straight toward a creature right before its rider hits it with a melee weapon attack, the target has disadvantage on attacks of opportunities until the start of the horse's next turn.

Sneak Attack

Once per turn, when the mount hits an attack, it can add 1d6 damage if it has advantage on the attack roll, or if there is another enemy of the target within 5 feet of it.

Custom Steeds

These abilities are not limited to the steeds listed in the Ability Table. Find a ability that suits the steed you want and apply it!

Feats

Mounted Adept

You have mounted training that allows you to effectively control a mount in the chaos of battle. You gain the following benefits.

  • You gain proficiency in Animal Handling.
  • You may purchase one mount from the standard mounts list for half of its base price. This mount becomes your Steed. If your Steed dies or is otherwise lost, you must purchase a new mount at full price to gain a new Steed.
  • Your Steed has maximum hitpoints equal to its base hitpoints plus half of your maximum hitpoints.
  • Any mount you conjure, such as through find steed or phantom steed, also count as your Steed.

Mounted Mage

Prerequisites: Proficiency in Animal Handling, Ability to cast at least one spell. You have blended your magical aptitude with your mounted prowess. You gain the following benefits.

  • While mounted, when you cast a spell targeting yourself, you can also affect your mount with the spell.
  • While mounted, you gain advantage on Concentration checks to maintain a spell.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half if it fails.

Mounted Fighting Styles

Here are some additional fighting styles that can be chosen anytime a fighting style is gained.

Keshik (Archery). While riding your Steed, you can make an extra ranged weapon attack at disadvantage against a creature within 15 feet of you when you take the Attack action on your turn.

Cataphract (Defense). While you're wearing armor you gain resistance against slashing damage from non-magical weapons while riding your Steed. While your Steed is wearing barding it gains a +1 bonus to AC and resistance against slashing damage from non-magical weapons.

Jinete (Dueling). While riding your Steed and wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.

Uhlan (Great Weapon Fighting). While riding your Steed your damage modifier is doubled when you make a critical hit.

Sowar (Protection). While riding your Steed, when a creature that is more than 10 feet away from you attacks you or your Steed, they gain disadvantage on their attack roll. You must be wielding a shield.

Hobelar (Two-Weapon Fighting). While riding your Steed, when you land a critical hit, you can use your reaction to make another weapon attack.

Additional Mechanics

Here are some additional features to enhance gameplay centered around horses.

Couched Lances

If a lancer mounted on a warhorse moves at least 20 feet straight towards a creature and then hits it with a lance couched under his/her arm, both the attacker and the target must make a Strength saving throw against each other. If the attacker wins the creature is knocked prone, if the creature wins, the attack is knocked off his horse and knocked prone.

A rider with a saddle has advantage on this save.

Readied Pike

If a mount moves at least 20 feet straight towards a creature and provokes a reaction attack from a polearm upon entering range (because of a Readied action or Polearm Master feat, for example), any successful hit by the polearm is considered a critical hit.

Steed Abilities

Abilities marked with Steed are only active while a character with the Cavalier archetype or Mounted Adept feature is riding the mount. They provide new abilities to give more functionality to mounts.

Magic Items

The magic items listed here are for use while mounted, or for your mount to wear.

Adamantine Barding

Barding (medium or heavy, but not hide), uncommon

This set of barding is reinforced with adamantine, one of the hardest substances in existence. While your mount is wearing it, any critical hit against it becomes a normal hit.

Alexander's Reins of Lifebinding

Wondrous item, legendary (requires attunement)

Once used by a great conqueror, these reins are crafted from the highest quality leather and engraved with reliefs of great battles. While you're mounted and your Steed is wearing these reins, your energies become intertwined. Whenever you or your mount takes damage, you can use your reaction to split the damage evenly between both of you. Any resistances or vulnerabilities are applied before splitting the damage. Once you have used this ability twice, you must complete a long rest before you can use it again.

Elemental Horseshoes

Wondrous item, rare

These horseshoes are imbued with elemental energy. While your mount is wearing them, its Hooves attack deals an extra 1d4 damage of one of the following damage types: cold, fire, lightning, or thunder. The type is chosen when the horseshoes are bought/found and can't be changed. Your Steed also gains resistance to the damage type.

Hippocampus Bit

Wondrous item, rare

This bit is decorated with seashells engraved with dolphins and seahorses. While your Steed is wearing it, it can breath underwater and gains 5 bonus swim speed.

Horseshoes of Jumping

Wondrous item, uncommon

These orante horseshoes are capped with small gems. While your mount is wearing them, it gains advantage on Athletics (Strength) checks to jump.

Horseshoes of Waterwalking

Wondrous item, rare

This set of horseshoes is imbued with Sea Elven magic and marked with small sapphires. While your mount is wearing them, it can move across liquid surfaces as if under the effects of water walk spell.

Reins of Sprinting

Wondrous item, uncommon

This set of reins is decorated with an elaborate pattern reminiscent of a flowing river. While your mount is wearing them, you can double your mount's speed as an action for one minute. Once you have used this ability, you must complete a long rest before you can use it again.

Saddle of Shifting

Wondrous item, very rare

This saddle is embedded with small amethysts which softly glow with planar energy. While you are mounted and your Steed is wearing it, whenever you teleport (I.E. Misty Steps, etc.), your mount is teleported along with you.

Vampiric Spurs

Wondrous item, very rare

These vicious-looking spurs are permanently stained with blood. While you are wearing these and mounted, you can use a bonus action to deal 2d8 damage to your mount. You gain hitpoints equal to the damage dealt. If your mount is unwilling, it takes no damage if it succeeds on a DC 15 Constitution saving throw.

Changelog

  • 0.1 - 0.5 - Creation, adjustments, finalizing details.

  • 0.6 - Format adjusted to match other "of the Realm" sets, added changelog.

  • 0.7 - Added Owlbear & War Elephant, formating adjusted.

Credits

Sarah Lindstrom, 2017 - Owlbear Cub

 

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