The very last book about mounted combat pdf download






















A unit of cavalry was more mobile and frequently much more lethal than infantry with the same number of people. Even in single combat, being mounted presented a huge advantage. In addition to superior mobility, striking downward at a foe is easy, while your opponent is forced to strike upward at you, and possibly to hold their shield uncomfortably high if they have one. Instead, you just get the improved move speed of the mount, a minor advantage with lances, and some extra stuff if you take the Mounted Combatant feat.

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

The example provided is a parent carrying a child on their shoulders for several hours without discomfort. Speaking as a parent, carrying children on your shoulders for extended periods of time is exhausting, and my daughter happens to weigh roughly as much as an average halfling.

Of course, Mr. Crawford is clear to state that this is a rough guideline. 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. 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. This leaves you some room to maneuver. You can use up to half your speed to reach your mount before mounting it. There are several ways to dismount a rider. On top of these mechanisms, other methods can be used to dismount a rider. Grappling the rider and moving them, shoving them, or otherwise forcibly moving them would dismount the rider.

This leads to an interesting question: What happens if a rider and a mount are both moved the same distance by the same effect? Thunderwave is a great example. I would then force the rider to fall prone within 5 feet of the mount as though they had failed the DC 10 Dexterity save.

You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a mount only if it has been trained to accept a rider. There are essentially two sets of rules for controlling your mounts.

Controlled Mounts are easy: trained horses, etc. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

Controlled mounts are mostly easy. In the simplest case, you start your turn mounted. So long as your mount can take actions even if that list of actions is limited , it can still take bonus actions. Similarly, they can still take reactions, so they can make opportunity attacks. Unfortunately, the simplicity of controlled mounts also reduces their usefulness. Removing that hoof attack means that riding your horse may actually make your party less effective.

In the event that a driver cannot be agreed upon, the mount is treated as independent, and the riders may need to grapple each other for control. I think the intent is that their initiative changes back to their original initiative roll, but if you started combat mounted you may not have bothered to roll for their initiative in the first place.

To limit abuse, limit the actions of the mount: if they have already acted in the turn in which they are mounted, they can take no further actions that turn though they may spend any movement which they did not spend on their own turn. On the turn in which the rider dismounts, they are still limited to the actions which they could have taken while they were mounted Dash, Dodge, Disengage. If they rolled initiative at the start of combat, their initiative score reverts.

If they did not roll initiative, they must do so now and assume that initiative result at the beginning of the following round. An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

Independent mounts are where things get confusing for people. Dragons, wild animals, and party members are all typically independent mounts. In a practical sense, you have no direct control of an independent mount.

You are less a rider, and more a passenger. Unfortunately, 5e provides no way for you and your independent mount to bring your initiative scores closer together. Your DM might allow it, but that would be a house rule. RAW, no. As a DM, I recommend allowing players to decide if the mount acts as an independent mount or a controlled mount.

However, even this solution introduces complications because it would allow the only mechanism to change your initiative score after combat starts. Jeremy Crawford state in the Sage Advice podcast segment that he recommends allowing the rider to decide if a mount acts independently at the beginning of each round.

This is helpful because it would allow you to let your warhorse attack freely while you are fighting, even though it is not an intelligent mount. I have no idea.

Then I thought you could use the capability to understand speech, but earth elementals have 5 intelligence and can speak. He suggests that the mount is intelligent enough to be considered independent, but you can choose to treat it as a controlled mount, and you can decide whether to treat it as independent or controlled each time you mount it.

He suggests earlier in the podcast that DMs should allow players to make this decision each round. This is important. One controlled mounts, remember that Disengage is one of the three actions your mount can take. For small creatures riding medium mounts, ths answer is easy.

Medium creatures on large mounts like horses are much more of a problem. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes.

It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.



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