War Horses
Post date: Jun 12, 2017 7:53:27 PM
Using a a war horse in combat is a especially potent tool. At the cost of 400 gp (not counting tack) while mounted, you gain increased speed (60 ft) and have a variety of combat options available to you.
Speed Increase: You could move 120 feet on horseback and still have your full set of actions available.
Hit and Run: You could move 60 feet, using your normal attacks anywhere in that movement and continue on without attacks of opportunity (mount takes disengage action).
Charge: If you are wielding a lance, you can use a lance and shield, and move 120 feet (mount takes dash action) while using your lance attack with reach.
Attack: You could move up to 60 feet to a enemy and attack with your normal attacks while your war horse dodges any attacks (mount takes dodge action).
Acting Independently: The DM will determine which of these options are available to you. Controlling the mount may requires a standard action unless a Animal Handling check is made (possibly with disadvantage if attacking a fire elemental).
Mount Attack: Move 60 feet, attacking with the mounts hooves. Animal Handling DC10.
Trampling Charge: You could move 60 feet, attacking with the mounts trampling charge (after 20 ft move). Animal Handling DC15.
War Horse (large beast): AC11, HP19, Spd 60ft, Str+4, Dex+1, Con+1, Int-4, Wis+1. Cha-2, Hooves+6 (2d6+4 B)
Trampling Charge: If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another Attack with its hooves against it as a Bonus Action.
Mounting and Dismounting: Once during your move, you can mount a horse 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 horse against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the horse, 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 horse 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.
Controlling a Mount: While you’re mounted, you have two options. You can either control the mount or allow it to act independently. In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
Controlled: 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.
Independent: 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 a badly injured foe, or otherwise act against your wishes.