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View Full Version : D&D 5e/Next New Mounts and Rules for Mounts



daemonaetea
2019-02-25, 09:08 AM
Here's Horses again (with a slight change) along with four new mounts meant to flesh out options a bit. I'll be adding more mounts to this over time, but I thought this was enough for some initial feedback. These options are intended to both expand out the list of options, as well as making each option feel more unique. Each has strengths and weaknesses, as well as instinctual behavior. For instance, a simple riding horse - upon taking damage or coming close to an enemy - will attempt to flee. The Leone, a domesticated lion, will instead try to attack in such circumstances.

Fluff, at this time, has not been extensively added to these creatures. Not because I don't have it in mind, but because I didn't want to flavor any of these too heavily to a specific idea. I thought if others wanted to use them, it might make more sense to leave them a little less defined and let you decide what cultures primarily use each creature. Now, let's get to the stuff.

Horses

Riding Horse - 75 gp
Large - CR 1/8
AC 10
HP 13 (2d10+2)
Speed 60
STR 16 (+3), DEX 10 (+0), CON 12 (+1), INT 2 (-4), WIS 11 (+0), CHA 7 (-2)
Hooves +2 2d4+3

A riding horse in combat can use the Dash or Disengage action. Upon taking damage, if forced to move towards an enemy, or if an enemy ends their movement adjacent to the horse, you must make a DC 15 Handle Animal check. On a failure, the horse will instead make a Dash action away from the combat, or will pursue that action on its next turn.

Warhorse - 400 gp
Large - CR 1/2
AC 11
HP 19 (3d10+3)
Spd 60
STR 18 (+4), DEX 12 (+1), CON 13 (+1), INT 2 (-4), WIS 12 (+1), CHA 7 (-2)
Trampling Charge
Hooves +4 2d6+4

A warhorse has proficiency in Light, Medium, and Heavy armor. In combat it can use the Attack, Dash, Dodge, or Disengage action. No checks are required in combat.

Basics Costs


Item/Service
Cost
Weight


Barding
x2
x4


Bit and Bridle
2 gp
1 lb


Feed (per day)
5 cp
10 lb


Saddle:




Military
20 gp
30 lb


Pack
5 gp
15 lb


Riding
10 gp
25 lb


Saddlebags
4 gp
8 lb


Stabling (per day)
5 sp
-


Leone

A leone is a domesticated breed of lion. Typically the males are used as mounts, and they are controlled by threading a hand into their mane, rather than by use of a bit and bridle. Though some do use such things to help control the instincts of the animals.

Riding Leone - 125 gp
Large - CR 1/4
AC 11
HP 13 (2d10+2)
Spd 50
STR 15 (+2), DEX 13 (+1), CON 12 (+1), INT 3 (-4), WIS 11 (+0), CHA 8 (-1)
Skills: Perception +2, Stealth +3
Keen Smell
Bite +4 1d8+2
Claw +4 1d6+2

A riding leone in combat can use the Dash, Disengage, or Attack action. Upon taking damage, if forced to move towards an enemy, or if an enemy ends their movement adjacent to the leone, you must make a DC 15 Handle Animal check. On a failure, the leone will attack the enemy, or pursue this action on their next turn.

Leone Battlemount - 650 gp
Large - CR 1/2
AC 12
HP 19 (3d10+3)
Spd 50
STR 16 (+3), DEX 15 (+2), CON 13 (+1), INT 3 (-4), WIS 12 (+1), CHA 8 (-1)
Skills: Perception +3, Stealth +4
Keen Smell
Pounce
Bite +5 1d8+3
Claw +5 1d6+3

A leone battlemount has proficiency in Light armor. In combat it can use the Dash, Disengage, Dodge, or Attack action. No checks are required in combat.

Basics Costs


Item/Service
Cost
Weight


Barding
x2
x4


Bit and Bridle
2 gp
1 lb


Claw Sharpening
300 gp
-


Claw Renewal
60 gp
-


Feed (per day)
2 gp
6 lb


Saddle:




Military
15 gp
20 lb


Pack
5 gp
10 lb


Riding
10 gp
15 lb


Saddlebags
5 gp
6 lb


Stabling (per day)
4 gp
-


Bit and Bridle
A leone may be controlled with only the bridle, rather than using the bit. If the bit is used, the leone may not use its bite attack, but the DC to prevent it from attacking in combat is decreased to 10.

Claw Sharpening
A slow and careful process only undertaken by those who have trained in the process for years. The process must be performed over the course of six days. After being completed, the leone’s claw attack now crits on a 19 or 20. The sharpening wears off over time, and must be renewed yearly. This process only takes two days, and is generally performed by an apprentice under the mentorship of their master. If the sharpening is not renewed for three consecutive years, the sharpening has completely worn off and must be started anew rather than renewed.

Feed
A leone requires a high protein diet, nearly entirely meat.

Riding Beetle

Riding beetles are a giant species of beetle created with magic. Though the species is now capable of propagating outside magic, magic is still required to train the creatures to any appreciable degree. Still, the benefit is that their training is a bit more ingrained than many creatures, making them more easily controlled.

The one downside of a riding beetle is that their bodies are too broad to be sat astride them, and so a saddle on a riding beetle is more akin to a chair astride their back. In addition, the form is so large that reaching an enemy while atop the beetle is difficult. Attacking an enemy adjacent to the beetle happens with disadvantage, unless you are using a weapon with Reach. A weapon with Reach can attack enemies adjacent to the beetle normally, but not enemies any farther that that.. This also applies to enemies trying to attack you while you are atop the riding beetle - they attack with disadvantage against the rider unless they are adjacent to the beetle and have Reach.

Riding Beetle - 150 gp
Huge - CR 1/8
AC 12 (Natural armor)
HP 22 (3d12+3)
Speed 40, Burrow 20
STR 16 (+3), DEX 11 (+0), CON 13 (+1), INT 1 (-5), WIS 7 (-2), CHA 5 (-3)
Pincers +3 2d4+3

A riding beetle in combat can use the Dash action. If an enemy ends their movement adjacent to the riding beetle, you must make a DC 10 Handle Animal check. On a failure, the riding beetle will immediately burrow underground to hide. The rider may dismount the riding beetle at this time without using an action and be left prone on the surface. The riding beetle returns to the surface in 1d6+10 rounds.

Saint Beetle - 750 gp
Huge - CR 1
AC 12 (Natural armor)
HP 42 (5d12+10)
Speed 40, Burrow 20
STR 17 (+3), DEX 13 (+1), CON 14 (+2), INT 1 (-5), WIS 7 (-2), CHA 5 (-3)
Pincers +6 2d6+3, enemy must make a DC 14 STR or DEX save or be grappled

A saint beetle has proficiency in Light, Medium, and Heavy armor. In combat it can use the Attack, Disengage, or Dash action. No checks are required in combat.

Basics Costs


Item/Service
Cost
Weight


Barding
x4
x8


Bit and Bridle
4 gp
2 lb


Feed (per day)
1 gp
15 lb


Saddle:




Military
40 gp
40 lb


Pack
20 gp
25 lb


Riding
30 gp
35 lb


Tower
250 gp
65 lb


Saddlebags
3 gp
10 lb


Stabling (per day)
4 gp
-


Feed
A riding beetle is a scavenger, requiring a mixture of foods for a healthy diet. Generally the mix is a third protein, a third grain, and a third greens. Alternatively a 2nd level or higher spell slot can be channeled into the beetle to feed it for the day.

Tower Saddle
A tower saddle is a special saddle mostly used by casters and archers. Anyone seated within in it is considered to have half cover, but is unable to make melee attacks against creatures adjacent to the beetle. If the riding beetle burrows and the rider wishes to dismount, they must use their Reaction to do so or else go underground with the beetle.

Medva

A medva is a domesticated form of bear.

Although a medva does not need to hibernate unlike their non-domesticated originator, they still experience some of the pull. A medva needs double the food in fall, and eats half the food during winter. In addition, a Medva is unable to Dash and attacks with disadvantage during winter, as they are seized by a powerful lethargy for the entire season.

Riding Medva - 100 gp
Large - CR 1/2
AC 11 (Natural Armor)
HP 15 (2d10+4)
Speed 40, Climb 30
STR 17 (+3), DEX 10 (+0), CON 14 (+2), INT 2 (-4), WIS 12 (+1), CHA 7 (-2)
Skills: Perception +3
Keen Smell
Bite +5 1d8+3
Claw +5 2d6+3

A riding medva in combat can use the Dash or Attack action. If injured in combat, or if an enemy ends their movement adjacent to the medva, you must make a DC 15 Handle Animal check. On a failure, the medva will attack an adjacent or closest target who is not their rider, or pursue that action on their next turn.

Medva Rager- 800 gp
Large - CR 1
AC 12
HP 34 (4d10+12)
Speed 40, Climb 30
STR 19 (+4), DEX 10 (+0), CON 17 (+3), INT 2 (-4), WIS 13 (+1), CHA 6 (-2)
Skills: Perception +3, Athletics +6
Keen Smell
Battlerage
Bite +6 1d8+4
Claw +6 2d6+4

A medva rager has proficiency in Light, Medium, and Heavy armor. In combat it can use the Dash, Disengage, or Attack action. If injured in combat you may make a DC 15 Handle Animal check. On a failure, or if the check is not made, the medva rager will enter Battlerage. During a Battlerage the Medva gains Multiattack, allowing it to attack with both their Bite and Claw. In addition, the Bite attack is made with advantage. During the Battlerage the medva rager will naturally attack the closest creature in sight, though a rider may use a Bonus Action to direct the rage and choose the target of the medva rager’s next attack, so long as they are within movement range of the medva rager. The Battlerage ends after 1 minute, if there are no more creatures in range, or if the rider makes a DC 15 Handle Animal check. They may make the check with advantage if no damage was dealt to the medva rager within the last round.

Basics Costs


Item/Service
Cost
Weight


Barding
x3
x5


Bit and Bridle
2 gp
1 lb


Feed (per day)
5 gp
25 lb


Saddle:




Blooded
60 gp
40 lb


Military
35 gp
35 lb


Pack
20 gp
25 lb


Riding
25 gp
30 lb


Saddlebags
4 gp
8 lb


Stabling (per day)
7 gp
-


Bit and Bridle
A medva may be controlled with only the bridle, rather than using the bit. If the bit is used, the Medva may not use its bite attack, but the DC to prevent it from attacking in combat is decreased to 10.

Blooded Saddle
A dubious device, used only by the most ruthless of combatants. This saddle has a mechanism in the pommel which can be triggered as a Bonus Action by a free hand. Upon triggering a dagger is slid in and out of the medva's back, dealing 1d4 damage. This is typically used to trigger battlerage.

Feed
A medva requires a eats a mixed diet, about half protein and half greens.

Manitlu

A manitlu is a domesticated form of a dire wolf.

Manitlu - 175 gp
Large - CR 1/4
AC 13 (Natural Armor)
HP 13 (2d10+2)
Spd 50
STR 14 (+2), DEX 15 (+2), CON 13 (+1), INT 3 (-4), WIS 12 (+1), CHA 9 (-1)
Skills: Perception +3, Stealth +4
Keen Hearing and Smell
Bite +4 1d10+2, DC 12 or Prone

A manitlu in combat can use the Dash, Dodge, or Attack action. Upon taking damage, if forced to move towards an enemy, or if an enemy ends their movement adjacent to the manitlu, you must make a DC 15 Handle Animal check. On a failure, the manitlu will attack the enemy, or pursue this action on their next turn.

Manitala - 600 gp
Large - CR 1
AC 13 (Natural Armor)
HP 30 (4d10+8)
Spd 50
STR 16 (+3), DEX 17 (+3), CON 14 (+2), INT 3 (-4), WIS 13 (+1), CHA 9 (-1)
Skills: Perception +3, Stealth +5
Keen Hearing and Smell
Pack Tactics
Bite +5 2d6+3, DC 13 or Prone

A Manitala has proficiency in Light armor. In combat it can use the Dash, Disengage, Dodge, or Attack action. No checks are required in combat.

Basics Costs


Item/Service
Cost
Weight


Barding
x2
x4


Bit and Bridle
2 gp
1 lb


Feed (per day)
2 gp
6 lb


Saddle:




Military
15 gp
20 lb


Pack
5 gp
10 lb


Riding
10 gp
15 lb


Saddlebags
5 gp
6 lb


Stabling (per day)
3 gp
-


Bit and Bridle
A manitlu may be controlled with only the bridle, rather than using the bit. If the bit is used, the manitlu does not need to make any checks in combat, but will not use the Dash action, and has disadvantage on all checks.

Feed
A manitlu requires a high protein diet, nearly entirely meat.