Post by Azral on Jul 8, 2014 1:04:53 GMT
Rules of the Game All About Mounts (Part One)
In a world that lacks mechanized transportation, such as the typical D&D campaign world, mounts provide the basic means of transportation. Normally, climbing aboard a steed and riding off to some destination, near or far, doesn't pose much of a problem for players and DMs. Unfortunately, player characters seldom take quiet rides in the country -- they tend to find trouble. This series focuses on how a mount functions during the rigors of adventuring.
Basics of Mounts
The basics of mounts are well scattered through the rules. Important stops on our road to understanding mounts include the description of the Ride skill on page 80 in the Player's Handbook, the rules for mounted combat on page 157 of the Player's Handbook, and the rules for mounts on pages 204-205 in the Dungeon Master's Guide. Here's an overview:
• A mount must be at least one size category bigger than the rider.
Many creatures have the Strength to carry another creature of the same size category, but the game places severe restrictions on which creatures can share space on the battlefield with others (see next point).
Even if a creature is one or more size categories bigger than you, it can't serve as your mount if it lacks the Strength to carry you and your gear.
• A mount and rider share the same space on the battlefield.
For all game purposes, you and your mount function as a single unit on the battlefield. Your mount continues to use its own space and reach while carrying you. You effectively use your mount's space and your own reach (or whatever extended reach your weapon gives you) while mounted. While you're mounted, any attack that can reach a square in the space you and your mount jointly occupy can affect you or your mount (it doesn't make a difference which square). Likewise, you measure your reach for your melee attacks and the range for your ranged attacks from any square you and your mount jointly occupy. You don't get cover from your mount unless you use the Ride skill to get it, and your mount doesn't block your attacks and provide your foes with cover.
Normally, you and an ally cannot share the same space on the battlefield unless one of you is helpless or a lot bigger than the other (see page 148 in the Player's Handbook and page 29 in the Dungeon Master's Guide).
• Your mount handles movement for you.
When your mount moves, you move along with it, which means that you're using your mount's speed rating. Your mount, however, is actually doing the moving, and that leaves you free to do something else while your mount moves, such as making a ranged attack. You can't always act effectively while your mount moves, however. For example, if your mount moves more than 5 feet and you make a melee attack in the same round, you can make only a single attack.
• You continue to move with your mount until you fall off the mount or deliberately dismount.
• You and your mount act on the same initiative count.
When you're riding a mount, roll initiative normally. When your turn comes in the initiative order, you and your mount act together. Riding an untrained mount in a battle can keep you from acting. If your mount is smart enough to act on its own, it might function as an NPC and keep its own initiative number, which could prove inconvenient for you (see Intelligent Mounts in Part Five for details).
• A mount can give you an advantage in melee.
If you're mounted and you make a melee attack against a foe that is on foot (that is, not mounted itself) and who is one or more size categories smaller than your mount, you get a +1 bonus on your attack roll for being on higher ground. If the creature you attack is on higher ground than you and your mount, you don't get a bonus on your melee attack.
Moving While Mounted
When you and your mount move, the two of you use your mount's speed rating, adjusted for the mount's encumbrance and the terrain. Because your mount takes you along with it when it moves, a move for your mount also counts as a move for you. (See Rules of the Game, All About Movement for notes on what constitutes movement.) Even though you're not propelling yourself, you still spend time moving. So, for example, if you and your mount move, neither you nor your mount can take a 5-foot step during the same turn.
You can make Ride checks to affect your mount's movement, as noted in the Ride skill description and summarized below:
Leap: You can get your mount to leap obstacles as part of its movement. Although it's not entirely clear from the Ride skill description, there are two elements to urging your mount to leap. First, you must use either your mount's Jump bonus (which includes an adjustment for the mount's speed rating; see the Jump skill description) or your Ride bonus (which does not include an adjustment for your mount's speed), whichever is lower, to determine how far or how high the mount can jump with you aboard.
When using your mount's Jump bonus, you also must succeed on a DC 15 Ride check. If you fail this check, you fall off the mount when it leaps. It's best to assume that you fall off wherever the mount begins the jump and that the mount does not attempt the jump if you fail to stay on.
If you use your Ride bonus to determine the distance your mount jumps, handle the check exactly the same way you'd handle the check using the mount's own Jump bonus, but you still fall off (as noted above) if your check result isn't at least 15.
Urging your mount to jump isn't an action for you, but it's part of your mount's movement.
Spurring Your Mount: You can spur your mount to greater speed with a DC 15 Ride check. This is a move action for you. If you succeed, your mount's speed increases by 10 feet for 1 round. It's easiest to add the increase directly to your mount's current speed rating, whatever that happens to be. Normally, you add speed increases to a creature's base speed, then apply reductions for the creature's armor or load (see page 147 in the Player's Handbook). Increasing your mount's speed damages the mount, as noted in the Ride skill description.
If you fail the check to spur your mount, you still use a move action. Your mount doesn't get a speed increase, but it doesn't take any damage.
In either case, the move action you use to spur your mount takes place along with your mount's movement and does not affect the actions your mount can use. For example, you can use a move action to spur your mount and your mount could still take a double move, or move and attack.
Spurring and Leaping: Because urging your mount to leap isn't an action for you, you can spur your mount to greater speed and urge it to leap during the same turn. You still use a move action to spur your mount. If you successfully spur your mount to greater speed (and it survives the resulting damage), use the increased speed to determine your mount's Jump bonus; you still might wind up using your Ride bonus for the jump if it's lower than your mount's Jump bonus (see the section on leaping).
Mounting or Dismounting: It takes a move action from you to get on or off your mount. The act of mounting or dismounting doesn't count as movement for you (see Rules of the Game, All About Movement; however, you must enter your mount's space to mount or exit the mount's space to dismount. You can enter or exit the mount's space as a 5-foot step (if the situation allows a 5-foot step) or as part of your normal movement. For example, if your speed is 30 and your mount is 30 feet away or less, you use one move action to reach the mount's space and a second move action to mount. If your mount has made more than a single move with you aboard this round, you don't have time left to dismount unless you use the Ride skill to make a fast dismount. Likewise, if you and your mount begin the round apart and the mount uses more than a single move to get into a position where you can mount, you don't have time left to do anything this round after mounting, but you could do something else while waiting for your mount to arrive.
Falling and Mounts
If you and your mount fall down (as you might if the two of you step off a cliff or blunder into a pit), you and your mount take damage based on the distance you fall, as noted on page 303 of the Dungeon Master's Guide.
If you fall off your mount, or your mount drops from under you, you could avoid or reduce the damage.
Your Mount Falls: If your mount trips or falls down for any reason, you must succeed on a DC 15 Ride check to make a soft fall and take no damage (you sort of use the mount as a shock absorber). If the check fails, you take 1d6 points of damage. This assumes your mount was moving or standing on the ground when it fell and that the mount is one size category bigger than you. Your DM might call for more damage if your mount is really big (see Part 5). If your mount was flying when it falls, you fall from whatever altitude you and your mount had attained when the mount fell (your mount isn't that good a shock absorber).
You Fall: If you fall off your mount (usually because of a failed Ride check) when the mount is moving along the ground, you take 1d6 points of damage when you hit the ground. If your mount was more than one size category bigger than you, you might take more damage (see Part Five). In either case, you can attempt a DC 15 Ride check to soften the fall and take no damage (you use the mount as a brake).
If your mount was flying when you fall, you take falling damage according to your altitude and take the appropriate falling damage.
You Are Dropped: If you are knocked unconscious while mounted, you have a 50% chance to stay in the saddle (or 75% if you're in a military saddle). Otherwise you fall and take 1d6 points of damage (or more if your mount is really big -- see Part Five). If you're riding bareback and you're unconscious, you automatically fall off.
Rules of the Game All About Mounts (Part Two)
Attacks of Opportunity While Mounted
Being mounted usually doesn't affect your ability to make attacks of opportunity. If your mount is capable of attacking, it can make attacks of opportunity while you're aboard. If, during your turn, you've succeeded on a Ride check to fight along with your mount (see the section on trained war mounts), both you and your mount can make attacks of opportunity during the current turn. If you both threaten the same space or creature, you can even both make attacks of opportunity against the same target. If you have not succeeded on this Ride check, then either you or your mount can make attacks of opportunity this turn, but not both. You don't have to decide which one of you will make attacks of opportunity until one of you gets a chance to make an attack of opportunity.
When you and our mount move, you both are subject to attacks of opportunity from your foes (your mount might be the one actually doing the moving, but you're moving as well). For example, when you and your mount leave a threatened space, you both provoke attacks of opportunity from foes that threaten that space. A foe who can make multiple attacks of opportunity in a round (for example, a foe with a high Dexterity score and the Combat Reflexes feat) can make an attack of opportunity against you and one against your mount.
As an optional rule, you might want to treat a rider and a trained war mount (or a special mount, such as a paladin's warhorse) as a single creature in battle. When the pair moves, they provoke one attack of opportunity for each foe that threatens them, not one each.
Trained Mounts in a Battle
When a mount has an Intelligence score of 2 or less and it has been specially trained for combat riding (see the Handle Animal skill description), you'll find that it is quite an asset in battle. Thanks to the mount's training, you and it function more or less as a single unit in combat, and you gain all the benefits noted in the Basics of Being Mounted section. You must succeed on Ride checks to get the full benefit of your mount, as noted in the Ride skill description and summarized below:
Fight Along with Your Mount: Make a DC 10 Ride check as a free action. If you succeed, you can direct your mount to attack a foe and you also can attack as well. See the section on attacking while mounted for details. If you fail this check, or don't bother to make it, either you or your mount can attack this turn, but not both of you.
Get Cover from Your Mount: Because you and your mount share a space on the battlefield, you normally cannot claim cover from your mount. Whenever someone attacks you, however, you can attempt a DC 15 Ride check to claim cover from your mount. If you succeed, you get the benefit of cover (+4 to AC). According to the D&D FAQ, the cover benefit applies to all attacks made against you during the same place in the initiative order. If foes attack you several different times during a round, you must make a new Ride check to get cover from your mount against those attacks. You cannot claim cover while you're casting a spell or making any kind of attack.
Using your mount for cover isn't an action, and you can do so anytime you're attacked (subject to the limits noted previously). The rules don't say so, but using your mount for cover represents you actively avoiding attacks, and it's reasonable to assume that you cannot do so when you are denied your Dexterity bonus (if any) to Armor Class.
Guide the Mount with Your Knees: You make a DC 5 Ride check at the beginning of your turn. If you succeed, you don't have to use your hands to control your mount until the beginning of your next turn, when you have to repeat the check to continue guiding your mount with your knees. Although the Ride skill description doesn't specifically say so, guiding a mount with your knees is not an action at all.
Mount or Dismount Quickly: A successful DC 20 Ride check allows you to get on or off a mount one size bigger than you as a free action, but you must still have a move action available to you this round to do so. The Ride check for a fast mount or dismount is subject to any check penalty you have for armor or for carrying a load. If you fail the check, you still get on or off your mount, but you use a move action to do so. (This is why you must have a move action available to you to attempt a fast mount or dismount.)
If your mount makes a single move, you can perform a fast mount or dismount either before or after your mount moves. If your mount runs or makes a double move, you'll have to get on or off while the mount is moving. The rules don't say if the DC for a fast mount or dismount assumes that the mount is stationary, but it's a good bet that they do. Add +5 to the DC for fast mounting or dismounting a moving mount. You perform the fast mount or dismount when your mount has completed half its movement for the turn.
Soft Fall: If you fall off your mount, you can succeed on a DC 15 Ride check to avoid damage from the fall (see Part One for details).
Stay in the Saddle: Any sudden movement your mount makes can make you fall off, and you can be knocked off your mount whenever you take damage. Make a DC 5 Ride check whenever either event occurs. If you fail the check, you fall off your mount.
You might have to make this check several times during a round. Staying in the saddle doesn't require an action.
Unruly Mounts in a Battle
When a mount has an Intelligence score of 2 or less and it has not been specially trained for combat riding (see the Handle Animal skill description), it can prove a detriment in battle.
Most mounts that aren't battle trained also aren't aggressive and would prefer to flee from danger. A regular camel, horse, mule, or pony is a good example. Adventurers may find it easier to simply get off such a mount and fight on foot.
If you want to stay mounted and still fight, you can try to do so, but it takes effort. To keep control of the mount, you must succeed on a DC 20 Ride check as a move action that provokes an attack of opportunity. With a successful Ride check, you can direct your mount to move, stand still, or do anything else it normally could do while carrying a rider. If you decide to make the mount move, your check to control it and the mount's movement are part of the same action, but you've still used up a move action during your turn. You can perform a standard action during the round, either before the mount moves or after.
If your check fails, the mount does what it will. Your uncontrolled mount most likely uses the withdraw action to make a double move away from danger. Doing so prevents attacks of opportunity against the mount when it leaves its first space, but not when it leaves other spaces where foes threaten it (see page 143 in the Player's Handbook). Because you and your mount move as one, you reasonably can assume that you involuntarily withdraw as well and that you also get the benefit of the withdraw action. Your frightened mount also might break into a run, which would leave it and you subject to attacks of opportunity from the first space the pair of you leave.
If you keep your mount from panicking, you can perform most of the tasks discussed in the section on trained mounts. Most herbivores will not fight unless trained for combat riding, and it is pointless to try to fight along with such a mount.
Aggressive Mounts in a Battle
A character could ride a mount that isn't cowardly in battle, but still isn't trained to carry a rider into combat. For example, a riding dog might be inclined to fight when danger threatens. If you're a druid or ranger, you might use your wild empathy ability (and maybe a speak with animals spell or two) to induce some big carnivore to give you a lift. If you find yourself in a battle while still astride your mount/ally, you and your improvised mount still act on your initiative number. You must attempt a Ride check to direct the mount's actions, which is noted in the section on unruly mounts. If you fail, the mount might stick around to fight. If so, the mount moves where it will, but you still can't take any other action in the same round that you made the failed check (you spend your time just staying on).
Some Unofficial Optional Rules
These rules might come in handy when something unusual comes up.
Bailing Out: If you fail to control an untrained mount, you don't want your frightened mount to gallop away from a battle with you hanging on for dear life, so you can use a free action to just let go and fall off your mount. Your turn is still over, but at least you're still in the action. Deliberately falling off your mount is a free action for you. If you decide to fall off, you can make a Ride check to soften the fall (which doesn't take an action).
Riding Along with an Aggressive Mount: If your mount isn't trained for war but chooses to fight with you aboard, you can just give the mount its head. You and your mount make separate initiative rolls. Because there are some full-round actions you cannot perform while your mount moves (see Parts Three and Four), you must delay until after your mount's turn to use such actions if your mount's turn in the initiative order comes before your own turn comes. Even then your mount's movements could keep you from performing your intended action.
When it's finally your turn to act, you must succeed on a DC 10 Ride check to adjust your actions to fit your mount's uncontrolled movements. The check is a move action for you, but it does not provoke attacks of opportunity. (You're looking after yourself, not your mount.) If you fail, your mount's movements keep you from taking any actions this round. If you succeed, you can use a standard action. Just remember that you're allowing your mount to take you where it will, so your options might prove limited.
Rules of the Game All About Mounts (Part Three)
Standard Actions While Your Mount Moves
Table 8-2 in the Player's Handbook and the text accompanying it cover most of the things you can do during combat. Let's consider how being aboard a moving mount affects those actions. The notes here apply whenever you're riding on a moving mount or vehicle and can act.
Most standard actions aren't greatly affected when you're mounted. You simply perform them from your perch on your mount. Sometimes, you can perform the standard action while your mount moves, which can prove pretty darn handy. Other times, your mount's movement interferes with the action, especially when you have to be someplace in particular to perform the action. Here's an overview:
Melee Attack: You can make a melee attack from your moving mount. If your mount makes a single move, you make your attack either before or after the movement. If your mount makes a double move, you can't make a melee attack unless you're charging. If your mount runs, you can't make a melee attack at all.
As noted in Part One, you use your mount's space and your own reach (measured from the part of the space you and your mount share). Also as noted in Part One, you gain a +1 bonus (for being on higher ground) if the creature you attack is smaller than your mount and also on foot.
All of the foregoing assumes that your foe is not aboard your mount with you. (In other words, your mount's movement carries you toward or away from your foe, or perhaps both during the course of the move.) If you and your foe have both climbed onto the same mount, you, your mount, and your foe all move together when your mount moves, and melee combat between you and your foe isn't affected.
Ranged Attack: You can make a ranged attack from your moving mount. If your mount makes a single move, you make your attack either before or after the movement, and the rules assume your mount is stationary when you shoot. If your mount makes a double move, you can still make a ranged attack, but you're shooting while the mount is moving and you take a -4 penalty on your attack roll. If your mount runs, you take a -8 penalty on ranged attacks. In either case, you make your attack roll when your mount has completed half its movement for the turn.
Unarmed Attack: As with melee attacks, you can make unarmed attacks from your moving mount. If your mount makes a single move, you make your attack either before or after the movement. If your mount makes a double move, you can't make a melee attack unless you're charging. If your mount runs, you can't make a melee attack at all. Most unarmed attacks provoke attacks of opportunity.
Activate a Magic Item: Your mount's movement doesn't interfere much with using magic items. If you activate a spell completion item (such as a scroll) while your mount is moving, you must make a Concentration check just as you would if casting a spell (see the section on casting spells).
Otherwise, using and aiming an effect from a magic item while mounted is pretty much like making a ranged attack while mounted (or like making a melee attack, as appropriate for the item).
Aid Another: Helping an ally in melee combat while mounted works just like making a melee attack while mounted. Aiding another with a check while mounted works just like using a skill while mounted.
You can use the aid another action to assist your mount in melee combat (improving either its attack rolls or its Armor Class against one opponent). If your mount is not attacking this round, you can make an attack roll against AC 10. If your mount is attacking this round, you must first succeed on a DC 10 Ride check to attack along with your mount.
Bull Rush: Initiating a bull rush while mounted works just like making a melee attack. You and your mount function as a single creature when resolving the bull rush.
Use your mount's size and Strength modifier for the opposed Strength check you make to resolve the bull rush.
Cast a Spell: You can cast a spell with a casting time of one standard action or less normally if your mount makes a single move. You can cast the spell either before or after your mount moves, and the rules assume your mount is stationary when you cast.
If your mount makes a double move, then you're casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running, your Concentration check is more difficult due to the violent motion (DC 15 + spell level). In either case, you cast your spell when your mount has completed half its movement for the turn.
Your mount's movement has no effect on how you aim most spells. If the spell requires you to make a ranged attack roll, you take penalties if your mount makes more than a single move, as noted in the section on ranged attacks. If the spell requires you to make a melee attack roll, you're subject to the limitations listed in the section on melee attacks.
Concentrate to Maintain an Active Spell: This works just like casting a spell while mounted.
Dismiss a Spell: Your mount's movement doesn't affect your ability to dismiss a spell. If your mount makes a single move, you can dismiss the spell either before or after your mount moves. If your mount runs or makes a double move, you dismiss the spell when your mount has completed half its movement for the turn.
Draw a Hidden Weapon: Your mount's movement doesn't affect your ability to draw a hidden weapon. If your mount makes a single move, you can draw the weapon either before or after your mount moves. If your mount runs or makes a double move, you draw the weapon when your mount has completed half its movement for the turn.
Drink a Potion or Apply an Oil: Your mount's movement doesn't affect your ability to drink a potion or apply an oil. If your mount makes a single move, you can drink the potion or apply the oil either before or after your mount moves. If your mount runs or makes a double move, you drink the potion or apply the oil when your mount has completed half its movement for the turn.
Escape a Grapple: If you and the foe grappling you are both aboard the same mount, the mount's movement doesn't affect the grapple. If the foe that is grappling you isn't aboard your mount, your mount cannot move away unless you fall off or escape the grapple first. The time you take escaping the grapple limits your mount to a single move. You can instead try to move your opponent. To do so, you must first win an opposed grapple check. If you succeed, your mount can make a single move, dragging your and your foe along (subject to its carrying capacity).
Feint: Feinting in melee combat is subject to the same limitations that apply to making a melee attack. You must be within melee reach of the foe that is the subject of your feint attempt.
Light a Torch with a Tindertwig: Your mount's movement doesn't affect using a tindertwig. You need both hands to light the torch (one for the torch and one for the tindertwig), and to have both hands free you need to succeed on a DC 5 Ride check to guide your mount with your knees.
Lower Spell Resistance: Your mount's movement doesn't affect your ability to lower spell resistance. If your mount makes a single move, you can lower your resistance before or after your mount moves. If your mount runs or makes a double move, you lower your resistance when your mount has completed half its movement for the turn.
Make a Dying Friend Stable: Making an ally stable requires using the Heal skill (see the notes on skill use for details).
Overrun: Performing an overrun while mounted works just like making a melee attack. You and your mount function as a single creature when resolving the overrun.
Use your mount's size and Strength modifier for the opposed Strength check you make to resolve the overrun.
Read a Scroll: Reading a scroll while mounted works just like casting a spell while mounted.
Ready: Your mount's movement doesn't affect your ability to ready an action. If your mount makes a single move, you can ready an action before or after the mount moves. If your mount runs or makes a double move, you ready your action when your mount has completed half its movement for the turn.
Sunder: Sundering a weapon or another object while mounted works just like making a melee attack while mounted.
Total Defense: Your mount's movement doesn't affect your ability to use the total defense action. If your mount makes a single move, you can begin using total defense before or after the mount moves (it's usually to your benefit to do so before the mount moves). If your mount runs or makes a double move, you begin total defense when your mount has completed half its movement for the turn. (In most cases, it pays to slow down when using total defense).
Turn or Rebuke Undead: Your mount's movement doesn't affect your ability to turn or rebuke undead. If your mount makes a single move, you turn or rebuke undead before or after the mount moves. If your mount runs or makes a double move, you turn or rebuke undead when your mount has completed half its movement for the turn.
Use an Extraordinary Ability: Using an extraordinary ability while mounted works much like using a skill (see next entry).
Use a Skill That Takes One Action: Using a skill that requires you to touch or handle something while mounted (such as Sleight of Hand or Use Rope) is subject to the same limitations that apply to mounted melee attacks. Whatever you touch or handle must be within reach when you use the skill. If you can carry whatever you're touching or handling as part of your skill along with you as your mount moves, your mount's movement doesn't affect the skill use (though the DM might choose to impose a check penalty or DC increase).
A skill that works at a distance (such as Listen or Spot) usually isn't affected by your mount's movement (though the DM might choose to impose a check penalty or DC increase). If your mount makes a single move, you can make your skill check before or after the mount moves). If your mount runs or makes a double move, you use your skill check when your mount has completed half its movement for the turn.
Using a Spell-Like Ability: Spell-like abilities require some concentration, and using one while mounted works just like casting a spell while mounted.
Using a Supernatural Ability: Supernatural abilities works like making a ranged attack or casting a spell, except that doing so doesn't provoke an attack of opportunity.
Rules of the Game All About Mounts (Part Four)
Move Actions
It might seem odd, but you can use several kinds of move actions while your mount moves.
Move: This is one move action you can't use while mounted -- your mount does the moving for you.
Control a Frightened Mount: You must use this action to direct the actions of a mount that isn't naturally aggressive and has not been trained for combat riding (see Unruly Mounts in Battle in Part Two). If you succeed and direct your mount to move, your move action is part of the mount's movement for the turn.
Direct or Redirect an Active Spell: Your mount's movement doesn't affect your ability to direct or redirect a spell. If your mount makes a single move, you can direct or redirect the spell before or after the mount moves. If your mount runs or makes a double move, you direct or redirect the spell when your mount has completed half its movement for the turn.
Draw a Weapon: You can draw a weapon while your mount moves. (If you have a base attack bonus of +1 or higher, you also can draw a weapon while you move on your own.) If your mount makes more than a single move, you can draw the weapon during either the first or the second half of your mount's movement for the turn.
Load a Hand or Light Crossbow: You can load a hand or light crossbow while your mount moves. If your mount makes more than a single move, you can draw the weapon during either the first or the second half of your mount's movement for the turn.
Open or Close a Door: It's possible to work a door when mounted, but not while the mount moves. If your mount makes more than a single move during a turn, you don't have time left to open or close the door.
Mount or Dismount: You can't combine this action with your mount's movement, but you can mount or dismount during a turn when the mount moves (see Part One for details).
Move a Heavy Object: Moving something really heavy usually isn't possible while mounted unless you use the mount to do the moving. (Most mounts can either push the object or pull it with the aid of some kind of harness.) Moving an object this way usually is a fairly involved operation and directing the mount is a move action you use as part of the move action the mount uses to shift the object.
Pick Up an Item: You can pick up an item while your mount moves, but it's usually tough to grab something off the ground when you're sitting atop a mount. As an optional rule, you might want to require a DC 15 Ride check (armor check penalty applies) to swing down and grab an item off the ground without dismounting. The DC increases to 20 if the mount makes a double move and to 25 if the mount runs. You can pick up an item at any point during the mount's movement.
Sheathe a Weapon: You can sheathe a weapon while your mount moves. If your mount makes more than a single move, you can sheathe a weapon during either the first or the second half of the mount's movement during the turn.
Stand Up from Prone: You usually cannot be both prone and mounted. If you are, you can get up while the mount moves. If your mount makes more than a single move, you can get up either the first or the second half of the mount's movement during the turn.
Ready or Loose a Shield: You can ready or loose a shield while your mount moves. (If you have a base attack bonus of +1 or higher, you also can ready or loose a shield while you move on your own.) If your mount makes more than a single move, you can ready or loose a shield during either the first or the second half of your mount's movement for the turn.
Retrieve a Stored Item: You can retrieve a stored item while your mount moves. If your mount makes more than a single move, you can retrieve a stored item during either the first or the second half of your mount's movement for the turn.
Full-Round Actions
As with standard actions, you can sometimes perform a full-round action while your mount moves. Other times, your mount's movement interferes with the full-round action, especially when you have to be someplace in particular to perform the action. If a full-round action is shown on Table 8-2 but not included here, you can perform it from a moving mount. You complete the action after the mount completes its movement for the turn. Some full-round actions require some additional notes:
Full Melee Attack: A moving mount usually keeps you from using the full attack action for melee attacks because you spend part of your turn just moving along with your mount. You can make a full melee attack while mounted, however, if your mount moves no more than 5 feet during the turn. The rules don't say so, but common sense dictates that 5 feet of movement in this case constitutes a 5-foot step. If your mount uses the minimum movement rule to move 5 feet though (see page 149 in the Player's Handbook), the best you can manage on the same round is a single melee attack.
Full Ranged Attack: You can make a full ranged attack from your moving mount. If your mount makes a single move, you make all your ranged attacks either before or after the movement, and the rules assume your mount is stationary when you shoot. If your mount makes a double move, you can still make a full ranged attack, but you're shooting while the mount is moving and you take a -4 penalty on your attack roll. If your mount runs, you take a -8 penalty on ranged attacks. In either case, you make all your attack rolls when your mount has completed half its movement for the turn.
Charge: Performing a mounted charge works just like performing a charge on foot. You use your mount's speed rating. Remember that no creature can charge through an obstacle, another creature, or terrain that hampers movement. Due to its larger size, your mount might be unable to charge in a location where you could if on foot (see page 148 in the Player's Handbook).
If you're armed with a lance, you deal double damage when you perform a mounted charge.
Deliver Coup de Grace: You can deliver a coup de grace from a moving mount only when your mount moves 5 feet or less during the current turn.
Escape From a Net: If you happen to find yourself caught in a net and your mount is not, you can attempt to escape from it while your mount moves. Resolve the attempt after the mount completes its movement.
Use a Skill That Takes 1 Round: Using a skill that requires you to touch or handle something while mounted (such as Disable Device or Open Lock) is subject to the same limitations that apply to mounted melee attacks. Whatever you touch or handle must be within reach when you use the skill. If you can carry whatever you're touching or handling as part of your skill along with you as your mount moves, your mount's movement doesn't affect the skill use (though the DM might chose to impose a check penalty or DC increase).
A skill that works at a distance (such as Search or Survival) usually isn't affected by your mount's movement (though the DM might choose to impose a check penalty or DC increase. If your mount makes a single move, you can make your skill check before or after the mount moves). If your mount runs or makes a double move, you use your skill check when your mount has completed half its movement for the turn.
Use a Touch Spell on Up to Six Friends: You can deliver a touch spell while your mount moves. You can use your mount's speed to move from friend to friend. If you cast the spell with a casting time of one action during the same round you deliver it, the spell isn't completed until your mount completes half its movement for the turn.
Withdraw: You can withdraw while mounted. Use your mount's speed rating. The first square you and your mount leave is not considered threatened and neither you nor your mount provoke attacks of opportunity when you leave that square.
Rules of the Game All About Mounts (Part Five)
Mount Height
Because your mount gives you a height advantage in combat, it's sometimes worthwhile to consider just how high up you are when sitting astride your mount. The table below gives typical heights for creatures of various sizes:
Size | Space | Natural Reach |
Fine | 1/2 ft. across x 1/2 ft high | 0 ft. |
Diminutive | 1 ft. across x 1 ft high | 0 ft. |
Tiny | 2 1/2 ft. across x 2 1/2 ft. High | 0 ft. |
Small | 5 ft. across x 5 ft. High | 5 ft. |
Medium | 5 ft. across x 5 ft. High | 5 ft. |
Large (Long) | 10 ft. across x 5 ft. High | 5 ft. |
Large (Tall) | 10 ft. across x 5 ft. High | 10 ft. |
Huge (Long) | 15 ft. across x 10 ft. High | 10 ft. |
Huge (Tall) | 15 ft. across x 15 ft. High | 15 ft. |
Gargantuan (Long) | 20 ft. across x 15 ft. High | 15 ft. |
Gargantuan (Tall) | 20 ft. across x 20 ft. High | 20 ft. |
Colossal (Long) | 30 ft. across x 25 ft. High | 15 ft. |
Colossal (Tall) | 30 ft. across x 30 ft. High | 25 ft. |
As noted in Part One, a mounted character measures reach for melee attacks from any part of the space the rider shares with the mount. If you want to limit how far down a mounted character can reach, just assume the rider sits atop the mount, then compare the rider's reach with a foe's height (or the height of anything else the rider wants to reach).
You also can use this table to determine falling damage when a rider falls off a mount.
Feats in Mounted Combat
Several feats from the Player's Handbook give you extra advantages in combat. Here's an overview:
Mounted Archery: This feat simply reduces the attack penalties you suffer when making ranged attacks from a moving mount. Your penalty is -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. Remember that if your mount makes only a single move (or does not move at all), you make your ranged attack either before or after your mount moves and your mount is assumed to be stationary when you shoot (or throw).
Mounted Combat: This feat allows you to negate hits against your mount. You can use this feat once each round when your mount is hit by a melee or ranged attack. You usually use the feat during another creature's turn, but you can use it during your own turn to protect your mount from an attack of opportunity. You can wait until you know if an attack hits before deciding to use the feat, but you should do so before the damage roll from a successful attack. (Your DM should give you a moment to make your decision before any damage rolls.) When you use the feat, your Ride check result effectively becomes your mount's Armor Class if it is higher than your mount's current Armor Class. If the foe has rolled a natural 20 for the attack, it hits your mount automatically no matter what your Ride check (or your mount's Armor Class) is.
Ride-By Attack: This feat works something like the Spring Attack feat. You can charge a foe, attack, and then keep moving. The total distance you move cannot exceed twice your mount's speed. You and your mount's movements don't provoke attacks of opportunity from the foe you attack. Since you must charge in a straight line and you cannot move through another creature's space when charging, exactly how you use this feat is problematical. According to the D&D FAQ, you charge directly toward your target as normal. After your attack, you can change direction so you can move away in a straight line.
Spirited Charge: This feat allows you to deal double damage with a melee weapon when you and your mount charge, or triple damage with a lance. You can use this feat along with a ride-by attack. This feat doesn't increase the damage your mount deals if it also attacks during the charge.
Trample: This feat keeps your opponent from simply stepping aside to avoid you and your mount when you make a mounted overrun (see the notes on mounted overruns in Part Three). In addition, if your foe is knocked down in the overrun, your mount can make a free hoof attack. According to the D&D FAQ, a mount that lacks hooves can instead make an attack with any natural weapon it has on its front feet.
Intelligent Mounts
According to the Dungeon Master's Guide, a mount with an Intelligence score of 3 or higher acts like an NPC ally rather than a mount. Riding such an ally works much like riding an aggressive mount in battle (see Part Two), except that you don't have to make a Ride check to act while riding. (If your mount carries you willingly, the ride is smooth enough so your actions aren't restricted.) You also cannot make a Ride check to control the mount's actions, but you can make a Diplomacy (or possibly a Wild Empathy) check to get the mount to accept your direction. If you do, your mount acts just like a mount trained for combat riding.
Even if you cannot (or do not choose to) direct your mount's actions, you still can ride along, making your own initiative roll and possibly delaying until after your mount acts, as noted in Part Two.
Riding as a Passenger
You're riding on a mount or a vehicle as a passenger if you're aboard but someone else is controlling the mount or vehicle. This also works just like riding an intelligent mount, except that you don't have the option of taking control of the mount. (If you did, you wouldn't be a mere passenger.)
About the Author
Skip Williams keeps busy with freelance projects for several different game companies and was the Sage of Dragon Magazine for many years. Skip is a co-designer of the D&D 3rd Edition game and the chief architect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (rabbits and deer are not Skip's friends) or works on repairing and improving the century-old farmhouse that he shares with his wife, Penny, and a growing menagerie of pets.
Based on the original Dungeons & Dragons® game by E. Gary Gygax and Dave Arneson and on the new edition of the Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
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