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# Improving Horses ## Summary When players really want to flesh out their horses, these rules give them a way to make each horse special, more survivable, and more fun. This makes them less than Sidekicks, but more than pieces of equipment or stat blocks. 1) [**Survivable Horses**](#improving-horses-survivable-horses): Adjusting starting hit points and improving horses as the party levels up. 2) [**Customizing Horses**](#improving-horses-customizing-horses): Introducing Perks, Faults, and/or Training to make each horse unique. 3) [**Buying Horses**](#improving-horses-buying-horses): Rules for buying horses, including pricing and selection. 4) [**Mounted Combat Summary**](#improving-horses-mounted-combat-summary): A summary of mounted combat in 5E, pulled together from many sources. ## Survivable Horses The horse’s initial hit points are now calculated similarly to player characters. Their first hit die is maximized (a 10) and every hit die after that can be taken as a 6 (before adding Constitution modifiers). As the party gains experience, the horses also gain hit points representing their experience in dangerous situations (see Increasing Party Level, below). ### Increasing Horse Level with Party Level When the party increases in level (after first level), horses gain experience as well. **Additional Hit Points**: Their hit dice pool increases by one. For example, a Riding Horse starts with 2d10 hit dice. When the party increases to second level their Riding Horse’s hit dice goes up to 3d10 (a warhorse goes up to 4d10). These hit points not only represent physical toughness, but also caution and wariness that has come from their involvement in adventures. **Ability Score Increases**: When they reach 4th level and again at 8th, 12th, 16th, and 18th level, the horses get a standard Ability Score Increase. Adjust their stat block accordingly. No stat can be raised above 30. Horses do not gain Feats or increase their Proficiency Bonus. Only through Ability Score Increases in Strength do their attacks improve. ## Customizing Horses Horses come in various qualities to serve as mounts. Depending on the level of complexity desired/tolerated, a DM can incorporate up to three additional layers to customize horses: \columnbreak 1) **Perks**: Small benefits that make a specific horse better at certain actions 2) **Faults**: Small hindrances that make a specific horse worse at certain actions 3) **Training**: Specific maneuvers or “tricks” that a horse has learned from working with a trainer A decent quality horse (list price) might have one of the following Perks to start. A particularly expensive or well-bred horse may have two different Perks. A poor-quality horse would have none (and could be purchased at a discount). If Faults are used a poor-quality horse may have no Perks and a Fault. ### Horse Perks Some horses, due to their breeding or chance, are slightly better at certain actions: * **Tough**: +2 hp, +1 hp per hit die * **Swift**: +5 movement speed * **Calm**: +2 to Animal Handling checks to calm or maneuver it * **Smart**: +1 Int and +2 to Animal Handling checks to train only * **Personable**: +1 Cha and leads other horses * **Vigilant**: +1 Wis and Keen Smell * **Strong**: +1 Str and +60 lbs carrying capacity * **Sure-footed**: +1 Dex and advantage on horse’s saves to avoid being knocked prone * **Enduring**: +1 Con and +2 to saves vs exhaustion Note that Warhorses are automatically **Calm** (one of the key features they are bred, selected, and trained for), in addition to whatever else is special about that particular horse. ### Horse Faults If a DM would like even more texture to their horses (and tolerates a little more complexity), there can be downsides to a specific horse as well. Some horses, due to their breeding or chance, are slightly worse at certain actions: * **Fragile**: -1 hp per hit die * **Slow**: -5 movement speed * **Skittish**: -2 to Animal Handling checks to calm it * **Stubborn**: - 2 to Animal Handling checks to train only * **Troublemaker**: other nearby horses have -1 to Animal Handling checks * **Oblivious**: -2 to Passive Perception * **Whiner**: -60 lbs carrying capacity * **Bucker**: rider has -2 to checks to avoid being dismounted * **Plodding**: -2 to saves vs exhaustion A horse cannot have a Fault that is opposite to its Perk (e.g. a horse cannot be both Calm and Skittish, Enduring and Plodding, etc.). \pagebreakNum ### Horse Training For DMs and Players that want more detail on how well-trained a horse is, this section can be added to really make use of Animal Handling skill. A horse’s training determines what actions it can take. If you are using this optional rule, horses start with some actions and can be trained in others. * **Riding Horses** and **Draft Horses** start with Dash and Dodge. They can Disengage without a rider, but require an Animal Handling check (DC 15) with a rider. Note that this is different from the default rule (where all mounts can Disengage) if you are not adding Horse Training to your game. * **Warhorses** start with Dash, Dodge, Disengage, and Charge. Attempting to teach a new action requires a week of training and a Wisdom (Animal Handling) ability check (DC 15). Here are the actions that can be taught: * **Dash**: All horses can instinctively take the Dash action * **Dodge**: All horses can instinctively avoid danger with the Dodge action * **Disengage**: While all horses perform rearing and threatening to create clearance to Disengage, only trained horses do it without threatening to throw the rider (normally requiring an Animal Handling check in this variant). * **Charge**: Some horses can be trained to charge an opponent without flinching. If the horse can move 20’ straight toward a creature, this allows the rider to use the horse’s Strength modifier instead of their own on the initial hit, if desired. Also, some opponents may flee in the face of a charging horse and rider. * **Knee Guiding**: Some horses are trained to be directed by the rider’s knees instead of reins. This allows for two-handed actions like firing a horsebow (short bow), crossbow, or using a two-handled weapon (a rider with a shield can normally use reins with the shield hand). * **Jumping**: While horses naturally jump, this training helps them leap over higher obstacles and not throw the rider (does not require a Animal Handling check) * **Rearing Strike**: The rider can forego one of their attacks so that the horse can strike an opponent in front or behind as their Action. Alternatively, this can require a Bonus Action if the DM permits. * **Come When Called**: The rider develops a novel sound (like a whistle) that will signal the horse to approach the rider. * **Move Sideways/Backwards**: As its Move, the horse can slowly step to the side to adjust position or step backwards at ¼ Move, rather than just moving forwards. * **Wait**: The horse will patiently wait until the rider returns without needing to be tied unless attacked or scared (in which case they can move away freely). * **Retrieve**: As its Action, the still horse will pickup an item on the ground and “hand it” to the rider. * **Lie Down/Sit**: As its Move, the horse will slowly lie down on the ground (useful for hiding or taking cover). \columnbreak ## Buying Horses All horses are not the same. When buying horses, their number of Perks and Faults can affect their price. If you value each Perk as a +1 and each Fault as a -1, this table gives a suggested normal price range: | Perks – Faults | Horse Cost | | :---: | :---: | | +2 | +40% | | +1 | +20% | | +0 | List | | -1 | -15% | | -2 | -30% | For example, a horse may be Swift (+1), Smart (+1), and Frail (-1) for a total of +1, suggesting a cost increase of 20% more than normal. Horses with additional Training increase in value by 3% for each trick learned beyond starting. ### Horse Selection When the players have an opportunity to buy horses the GM has a number of options: * **Limited Selection**: If the selection is slim, they may just offer a few horses, each with a Perk (for example, the characters may choose between a low-quality horse, one that is Vigilant, or one that is Enduring). If Faults are used they could be randomized into the mix as well. In this way the players do not get to “design” their horses. * **Secret Selection**: As in Limited Selection, but an Animal Handling check is required to tell which horse is which. DC 10 reveals the general quality (e.g. +1, -2), while a DC 15 reveals specific Perks and Faults, and a DC20 will reveal specific Training the horse has received (if the optional rules below are being used). Without a successful check, they buy randomly and don’t find out the horse’s personality (and Perks/Faults) until after they are on an adventure (no roll required). * **Ample Selection**: If the selection of horses is large (or the GM generous), the characters may be able to select exactly what they want. ### Advanced Level Purchases If the party is already advanced in level when a new horse is acquired, the GM can adjust the horse’s stats in a variety of ways: * **Heroic Horses**: New horses purchased automatically scale with the party. Add a hit die for each level after first and give Ability Score Increases at the appropriate levels. For example, a 10th level party gets a new horse, which starts at Horse Level 10. \pagebreakNum * **Quick Learners**: New horses start at their basic hit dice (Horse Level 1), but quickly adapt to the adventuring life. When the players next increase in level the horses gain hit dice equal to half the difference in Level (Horse Level – Party Level, 2 rounded up). This makes old horses more reliable and valued, but new horses will catch up. For example, a 10th level party gets a new horse, advances to 11th level and the horse gains [(11-1)/2=] 5 levels becoming Horse Level 6. When the party advances to 12th level, the horse will gain [(12-6)/2=] 3 levels, becoming Horse Level 9. * **No New Old Friends**: New horses start at their basic hit dice and add one hit die for each level the Party gains after that. This can result in much less survivable horses, but makes long-time trusted horse companions very valuable. For example, a 10th level party gets a new horse, then raises to 11th level and the horse is now Horse Level 2 (gains one hit die). ## Mounted Combat Summary This is a quick summary of mounted combat on a normal horse (which the game considers an unintelligent controlled mount). I recommend [this post by RPGBOT](https://rpgbot.net/dnd5/characters/mounted_combat/ "Practical Guide to Mounted Combat") for a more in-depth discussion. A Paladin’s *Find Steed* horse can take more actions, discussed below under [*Find Steed* Horses](#improving-horses-mounted-combat-summary-find-steed-horses). **Initiative**: When mounted, the mount’s initiative matches its rider’s. **Actions**: In addition to their Move, mounts can take one of three actions (independent of the rider): Dash, Disengage, or Dodge. If no action was specified, they are assumed to be Dodging making them (but not the rider) harder to hit. Notably they cannot attack while ridden (in RAW, however you may choose to use some homebrew training rules below). Mounts do get a Bonus Action and a Reaction, but usually don't have anything to spend it on. **Attacking the Mount and Rider**: If the mount provokes an opportunity attack, the attacker can target the rider or the mount. While mounted, the rider does not provoke opportunity attacks separate of the mount (so only the mount needs to Disengage). **Mounting/Dismounting**: A rider may mount or dismount a horse once during their turn. This costs half of the rider’s Speed. It does not affect the mount’s movement for the turn. **Unseating** (Forced Dismounting): A rider must make an unseating check if 1) An effect moves your mount against its will (such as Thunderwave) or 2) The rider or the mount is knocked prone. If they occur the rider must succeed on a DC10 Dex saving through or fall off the mount, landing prone within 5 feet. If the mount is still standing a save allows the rider to stay in the saddle. If the Mount is knocked prone, a save allows the rider to land on their feet. **Calming a spooked mount or conducting a risky maneuver**: A mount may get spooked by any number of things such as natural predators, scarry monsters, or sudden loud sounds and thus need calming by its rider. Warhorses are trained to be calm in normal events (like a battlefield or natural predators) but may still get spooked by a dragon (for example). A rider can also attempt fancy riding and risky maneuvers such as picking up an item at full speed, leaping from the saddle at full speed, or urging the horse to leap over a tall obstacle. All of these situations require a Wisdom (Animal Handling) Ability Check to complete successfully with DC set by the DM. **Making a Pass**: A rider can ride past a target, attacking it midway through the mount’s movement. To do this, the rider takes the Ready action (“attack when an enemy is in reach”), then the mount chooses to Disengage (keeping its distance from the target) and moves past the target, then the rider uses their Reaction to activate the readied action (attack). For example, the mount could move 30’, the rider attacks, then the mount moves another 30’ (disengaging). Note that since it is a Ready action Extra Attacks aren’t applied (which makes sense as the rider speeds by). If the rider has a weapon with reach (like a Lance) and the target doesn’t, the mount can keep out of attacking range of the target and does not need to Disengage (for that target) and thus could Dodge or Dash instead. In none of these cases does the mount attack. Examples of mounted combat tactics: * **Charging into Melee**: Mount moves into melee, dodging or dashing, then the rider Attacks. * **Breaking from Melee**: The rider Attacks, then the mount disengages and moves away. * **Making a Pass**: Rider Readies an Attack, the mount moves close to a target (triggering the rider’s Ready action), the rider spends their Reaction to Attack on the mount’s turn, then the mount finishes its movement, moving out of reach of the target. * **Maintaining Distance**: A rider interested in keeping their distance (such as a wizard or horse archer) uses the horse’s movement (Dashing if necessary) to stay well away from melee enemies but within range of their ranged attacks. If a melee enemy manages to close the distance, the mount Disengages and rides away at the next opportunity, while the rider launches more ranged attacks. ### Mount Equipment **Saddles**: Riding without a saddle gives disadvantage on Animal Handling checks to stay mounted. A Riding Saddle cancels that. A Military Saddle braces the rider, helping you keep your seat on an active mount in battle, granting advantage on any check to remain mounted. An Exotic Saddle is required for riding any aquatic or flying mount and is assumed to be military-grade. | Saddle Type | Cost | Weight | --- | ---: | ---: | | Riding Saddle | 10 gp | 25 lb. | Military Saddle | 20 gp | 30 lb. | Exotic Saddle | 60 gp | 40 lb. \pagebreakNum **Barding**: Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. Here are some common examples: | Barding Type | AC | Cost | Weight | Stealth | --- | :---: | ---: | ---: | :---: | Leather | 11 + Dex | 20 gp | 16 lb. | | Chain Skirt | 13 + Dex | 100 gp | 40 lb. | | Scale Mail | 14 + Dex | 100 gp | 90 lb. | Disad | Ring Mail | 14 | 60 gp | 80 lb. | Disad | Chain Mail | 16 | 300 gp | 110 lb. | Disad ### *Find Steed* Horses The paladin spell *Find Steed* gives an additional way for a character to have warhorse (or at least a spirit in the form of a warhorse). Alternatively, the DM may opt to allow a paladin with an existing horse (such as one that has with him for Levels 1-4 and has personality and history) to instead form a magical bond with that living horse (instead of summoning a spirit) to empower the horse beyond its normal abilities. This living horse gains the stat benefits of being a warhorse (if they were previously a riding or draft horse), increased Intelligence (6), understanding language, sharing spells, and telepathic communication. When the living steed drops to 0 hit points, the bond is ended and they begin making death saves as normal. If stabilized and nursed to health, the bond will need to be renewed with another casting of *Find Steed*. #### The Simple Version of *Find Steed* Horse Actions The vastly simplified version of what an intelligent *Find Steed* mount can do is that it acts on the same initiative as the rider and can take any normal action (including Attack). Since a *Find Steed* independent mount is a “loyal steed” and “allows you to fight as a seamless unit” it won’t usually exercise its independence (except in the best interest of the rider), instead following the paladin’s orders (other independent mounts like dragons will likely not be so cooperative). If you want a longer answer, see [The More Complicated Version of Find Steed Horse Actions](#improving-horses-the-more-complicated-version-of-find-steed-horse-actions), below. \columnbreak #### The More Complicated Version of *Find Steed* Horse Actions The 5E rules are not set up for mounted combat and get complicated very fast, insisting that an independent mount (the only one that can Attack) rolls initiative separately from the rider (meaning that they don’t go in the same phase and can’t decide who goes first). It’s also clear that the *Find Steed* Horse is an unusual hybrid of being independent, but magically loyal to the rider, following their telepathic orders. However, since either horse or rider can take the Ready action with a trigger on the other’s action, and triggering the Ready action resets their initiative to match the triggering phase, they can simply get in sync within a turn of mounting. Rather than require such parliamentary maneuvers, the simpler approach is to allow them to share the same initiative (as listed above), but give the horse the ability to select any action (such as Attack). The more complicated explanation is that each turn, the rider can decide whether the *Find Steed* mount operates as a controlled mount (acts in the same initiative, but can’t attack) or as an independent mount (acts in a different initiative, but can attack). For instance, a paladin may control the warhorse to charge an enemy position (the horse can't attack or trample, but it gets the Paladin into the fight). Once engaged, she may leave it to act independently and attack with hooves while the paladin attacks with weapons.