The Mount

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 on its own turn and is controlled by the DM.

For a controlled mount, once you mount it, its initiative switches to yours, and it takes it turns concurrent with yours. The only actions it can take are Dash, Disengage and Dodge, and only if you use a bonus action to command it. It can use bonus actions and reactions it has available freely.

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. Similarly, if you dismount a creature and it 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.

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 for leveling up the mount instead of it automatically being at your level.

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

Attitude and Bonding

If a suitable creature has a friendly attitude towards you (see "Social Interaction" in the DMG), you can declare it as your bonded mount. You can have only one bonded mount.

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

When you try to mount a hostile creature or command it to take an action, you must succeed on a DC 15 Wisdom (animal handling) check. If you fail, it acts as determined by the DM. If you fail by 5 or more, it tries to buck you, which uses the same mechanics as if you're knocked prone. A hostile creature can't be mounted if you fought it or its allies.

Optional: Leveling Up the Mount

When you bond with a battle-trained mount, it gains level one 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 that’s not the handler can make this check instead. If done so, each check requires 1 day of training. You must be present during the training.

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 Autonomous Actions
15th +5 Teamwork 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 15th level, the mount can use a bonus action to Help in this way instead.

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

When its rider hits with an attack, the mount can use its reaction to increase the damage of the attack by 1d6.

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.

Autonomous Actions

14th-level mount feature

The mount can use its actions without requiring a bonus action from its rider.

 

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