Question for this always helpful D&D community! I am struggling with a summary of the mounted combat rules for a DM screen, because I never remember them! Any brave and wise DMs out there who can sort me out and let me know if this is good enough to handle most situations??? Thank you so much!!!
Mount Types: Players can use various mounts, including horses, camels, or other creatures suitable for riding.
Controlling the Mount: Riders need an Animal Handling check to control their mounts in stressful situations, or they use their mounts' statistics in combat.
Mount Movement: Mounts can take the Dash, Disengage, or Dodge actions on their rider's turn. They can't Attack.
Mount AC: Mounts use their own AC, but they benefit from the rider's Saving Throws.
Mounted Attacks: Riders can make melee attacks from mounts, using their own or the mount's Attack action, depending on DM discretion.
Advantage on Melee Attacks: When a mounted creature makes a melee weapon attack against a target, it gains advantage on the attack roll if the target is smaller than the mount or the same size as the mount. This rule reflects the advantage of attacking from a higher vantage point on a larger mount.
Mounted Movement: When a mount takes the Dash action, its movement is doubled for that turn.
Disengage and Dodge: Mounts can also take the Disengage or Dodge actions. Disengage helps protect them from opportunity attacks, while Dodge grants attackers disadvantage on their attacks against the mount.
Mounted Archery: While it's possible to make ranged attacks from a mount, the character must contend with the usual rules for ranged attacks, such as the disadvantage imposed by attacking at close range.
Mount Frightened: If a mount becomes frightened, the rider must succeed on a DC 10 Animal Handling check to control it. Failure can lead to the rider being dismounted.
Initiative: In situations where the rider and the mount act independently (for example, if a rider wants to attack separately from their mount), they each roll their own initiative. However, there are rules for a controlled mount acting on the same initiative count as the rider if they are being controlled.
Mount Hit Points: Mounts have their own hit points. When reduced to 0 hit points, the rider must make a Dexterity saving throw to avoid falling.
Trample: Some creatures have Trampling attacks that target creatures in their path when moving. Riders should make an attack roll for the trampling attack.
Cover: Mounted combatants might have Cover when attacking smaller creatures, providing a bonus to AC.
Mounted Combatant Feat: This feat grants several advantages, including protecting mounts from area spells and allowing the rider to redirect attacks towards themselves.
Size and Mounts: Smaller creatures may require special saddles or the "two sizes larger" rule for riding larger mounts.
I would add in the "size & Space" rules simply because I have had people try to put their horse in the same space as a human before
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Controlling the Mount: Riders need an Animal Handling check to control their mounts in stressful situations, or they use their mounts' statistics in combat.
Mount Movement: Mounts can take the Dash, Disengage, or Dodge actions on their rider's turn. They can't Attack.
This only applies to controlled mounts.
Mount AC: Mounts use their own AC, but they benefit from the rider's Saving Throws.
I don't see this in the rules. I could be missing something.
Mounted Attacks: Riders can make melee attacks from mounts, using their own or the mount's Attack action, depending on DM discretion.
I don't see anything that lets you use your mount's attacks.
Advantage on Melee Attacks: When a mounted creature makes a melee weapon attack against a target, it gains advantage on the attack roll if the target is smaller than the mount or the same size as the mount. This rule reflects the advantage of attacking from a higher vantage point on a larger mount.
This is only true if the rider has the Mounted Combatant feat. I wouldn't include this in a DM screen, as it's squarely within player responsibility.
Mounted Movement: When a mount takes the Dash action, its movement is doubled for that turn.
Disengage and Dodge: Mounts can also take the Disengage or Dodge actions. Disengage helps protect them from opportunity attacks, while Dodge grants attackers disadvantage on their attacks against the mount.
These are just how the actions work normally. They should probably be somewhere else on your DM screen.
Mounted Archery: While it's possible to make ranged attacks from a mount, the character must contend with the usual rules for ranged attacks, such as the disadvantage imposed by attacking at close range.
I wouldn't put that on a DM screen, as it kinda goes without saying. Being mounted doesn't really have any effect on ranged attacks.
Mount Frightened: If a mount becomes frightened, the rider must succeed on a DC 10 Animal Handling check to control it. Failure can lead to the rider being dismounted.
I can't find this in the rules.
Initiative: In situations where the rider and the mount act independently (for example, if a rider wants to attack separately from their mount), they each roll their own initiative. However, there are rules for a controlled mount acting on the same initiative count as the rider if they are being controlled.
Saying "there are rules for x situation" doesn't feel very helpful. A controlled mount automatically has the same initiative as its rider.
Mount Hit Points: Mounts have their own hit points. When reduced to 0 hit points, the rider must make a Dexterity saving throw to avoid falling.
Mounts do have their own hit points, but there's no Dex save if they're reduced to 0. When a mount falls prone (which they do when they become unconscious or dead), the rider falls onto a space within 5 feet of it and is prone as well, unless they use a reaction to avoid falling prone.
Trample: Some creatures have Trampling attacks that target creatures in their path when moving. Riders should make an attack roll for the trampling attack.
I haven't seen any creatures like this. Do you have an example?
Cover: Mounted combatants might have Cover when attacking smaller creatures, providing a bonus to AC.
I guess maybe? The rules don't say anything about this, but if there's a big horse between you and somebody else half cover would make sense. Still, cover only applies to ranged attacks and Dexterity saving throws, so you won't get any extra AC against somebody hitting you with a sword. For a mount to provide cover against a ranged attack to its rider, the ranged attack would probably have to be made from, like, under the mount, which would normally give disadvantage anyways.
I dunno. If you want to include it, go ahead.
Mounted Combatant Feat: This feat grants several advantages, including protecting mounts from area spells and allowing the rider to redirect attacks towards themselves.
I wouldn't put this on a DM screen. That should be the player's responsibility.
Size and Mounts: Smaller creatures may require special saddles or the "two sizes larger" rule for riding larger mounts.
What is the "two sizes larger" rule?
Overall, I'd say put a bit more emphasis on the differences between controlled and uncontrolled mounts, maybe using two extra bullet lists for facts specific to either one. I'd also put some more information about mounting and dismounting. And definitely check your facts before you write them down; you can find rules on mounts here and here.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Mount Movement: Mounts can take the Dash, Disengage, or Dodge actions on their rider's turn. They can't Attack.
Where does it say this?
As a paladin player, I was researching exactly this for a very long time and there is only a single vague quote from Jeremy Crawford from a podcast referring to this topic. Important here is tho, that as RAW no two creatures can have a shared turn.
They might have the same initiative count, so that the person controlling both entities can chose the order, but it can't be mixed and broken off - which is a bad rule in my opinion, but RAW. So either the mount transports the character to where it's wanted and then the player character acts OR vice versa. But nothing other than a Reaction can ever be on another cratures turn as far as I know.
If you found a reliable source, PLEASE post it and make my paladins life much more versatile!!! ;)
I may have over-abrieviated that one in the Mounted Combat rules it states:
Controlling a Mount
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.
In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
Just a quick comment but most of the "Mounted combat" rules you list would appear to be home brew. Useful, but still just made up. The Mounted Combat rules in the PHB are very abbreviated.
Here is what the PHB has to say:
1) 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.
2) 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.
3) 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.
4) 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.
5) You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
6) You can control a mount only if it has been trained to accept a rider.
7) The initiative of a controlled mount changes to match yours when you mount it.
8) 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.
9) 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.
10) In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
The Find Steed and Find Greater Steed spells have additional abilities that do not apply to regular mounts. The Mounted Combatant Feat also has some additional capabilities.
I think that is all of the RAW regarding mounts.
---------
Problems with the RAW mount rules: Mostly they do not work as most players expect.
A mount is a creature. Each creature in a combat has its own turn. A mount has the same initiative as the rider but can go either before the rider or afterwards but NOT at the same time. As written, there is no exception for controlled mounts and riders to share a turn. So you can ride in on a mount and then take your turn but can't ride out on the mount. Or vice versa. Either you go first or the mount goes first. A player can not use the mount's movement on their turn.
Question for this always helpful D&D community! I am struggling with a summary of the mounted combat rules for a DM screen, because I never remember them! Any brave and wise DMs out there who can sort me out and let me know if this is good enough to handle most situations??? Thank you so much!!!
Mount Types: Players can use various mounts, including horses, camels, or other creatures suitable for riding.
Controlled mounts must be trained.
Controlling the Mount: Riders need an Animal Handling check to control their mounts in stressful situations, or they use their mounts' statistics in combat.
This is entirely homebrew from what I can tell.
Mount Movement: Mounts can take the Dash, Disengage, or Dodge actions on their rider's turn. They can't Attack.
No. A controlled mount can take the Dash, Disengage or Dodge actions on THEIR turn. The mount can't do anything on the rider's turn since it isn't their turn. (They still can't attack)
Mount AC: Mounts use their own AC, but they benefit from the rider's Saving Throws.
No. This is homebrew.
Mounted Attacks: Riders can make melee attacks from mounts, using their own or the mount's Attack action, depending on DM discretion.
No. This is homebrew. The rider uses their action on their turn to attack. The mount and rider have the same initiative but as separate creatures in a combat they have separate turns.
Advantage on Melee Attacks: When a mounted creature makes a melee weapon attack against a target, it gains advantage on the attack roll if the target is smaller than the mount or the same size as the mount. This rule reflects the advantage of attacking from a higher vantage point on a larger mount.
No. This is homebrew. The similar rule in 5e is part of the Mounted Combatant feat and applies only to unmounted creatures that are smaller than your mount.
"You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount."
Mounted Movement: When a mount takes the Dash action, its movement is doubled for that turn.
When any creature takes the dash action it gains additional movement equal to its speed on it's turn. This is no different than any other creature taking the dash action.
Disengage and Dodge: Mounts can also take the Disengage or Dodge actions. Disengage helps protect them from opportunity attacks, while Dodge grants attackers disadvantage on their attacks against the mount.
Correct. Disengage prevents all opportunity attacks while dodge gives attackers disadvantage to hit the target. However, these are again the basic rules for Disengage and Dodge that apply to every creature. There is nothing special for mounts.
Mounted Archery: While it's possible to make ranged attacks from a mount, the character must contend with the usual rules for ranged attacks, such as the disadvantage imposed by attacking at close range.
Ranged attacks have disadvantage if there is a hostile creature within 5' of the creature attempting to make the ranged attack roll. There is no difference (RAW) between mounted archery and archery from any other location.
Mount Frightened: If a mount becomes frightened, the rider must succeed on a DC 10 Animal Handling check to control it. Failure can lead to the rider being dismounted.
No. This is homebrew.
Initiative: In situations where the rider and the mount act independently (for example, if a rider wants to attack separately from their mount), they each roll their own initiative. However, there are rules for a controlled mount acting on the same initiative count as the rider if they are being controlled.
Yes. An uncontrolled mount has its own initiative and decides its own actions on its own turn. An uncontrolled mount can attack. The rider takes their turn as normal. The only difference here is that the rider is moved with the mount if it moves on its turn and an opportunity attack can choose either the rider or the mount. Keep in mind that "acting on the same initiative count" is NOT "acting on the same turn as another creature".
Mount Hit Points: Mounts have their own hit points. When reduced to 0 hit points, the rider must make a Dexterity saving throw to avoid falling.
No. The falling part is homebrew.
Trample: Some creatures have Trampling attacks that target creatures in their path when moving. Riders should make an attack roll for the trampling attack.
No. This is homebrew. Controlled mounts can not attack including Trampling attacks. Uncontrolled mounts can but then the uncontrolled mount is the creature making the attack roll.
Cover: Mounted combatants might have Cover when attacking smaller creatures, providing a bonus to AC.
This is a DM call. However, most riders are quite exposed on the back of a mount so in a game I was running they would not get 1/2 or 3/4 cover as a result of the mount except perhaps if the attacker was trying to attack from under the mount.
Mounted Combatant Feat: This feat grants several advantages, including protecting mounts from area spells and allowing the rider to redirect attacks towards themselves.
Not quite. The Mounted Combatant feat is the following:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Effects requiring a dexterity saving throw will result in reduced damage to the mount. It only affects dexterity save effects so area effects that anything other than a dex save are unaffected. (Poison AoE is often a con save for example, Cone of Cold is also a con save).
Size and Mounts: Smaller creatures may require special saddles or the "two sizes larger" rule for riding larger mounts.
Most of the "rules" you have listed are homebrew. They aren't in the rules for 5e as far as I know. That said, I think that most of them look like decent rules since the 5e mounted combat rules aren't that useful.
If you are creating a DM screen for yourself then you can put whatever homebrew you like on it but you should take care to explain to the players how you are running mounts and mounted combat in your game. If you want to create a DM screen for wider distribution then you should probably mark which are the actual rules and which are homebrew.
A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.
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.
Mounting and Dismounting
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.
Controlling a Mount
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.
In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
The initiative of a controlled mount changes to match yours when you mount it... A controlled mount can move and act even on the turn that you mount it.
Does this mean that it is basically taking its turn at the same time as you? Or does it mean that if you have an initiative of 7, the mount also has an initiative of 7? Because I have always felt that one simple thing the designers could have done to fix a fair bit of mounted combat was to let the rider move on the rider's turn using the mount's movement. But taking a closer look at the wording of this statement, it might have been what they were saying. Doesn't seem like that hypothesis holds up very well to scrutiny.
The initiative of a controlled mount changes to match yours when you mount it... A controlled mount can move and act even on the turn that you mount it.
Does this mean that it is basically taking its turn at the same time as you? Or does it mean that if you have an initiative of 7, the mount also has an initiative of 7? Because I have always felt that one simple thing the designers could have done to fix a fair bit of mounted combat was to let the rider move on the rider's turn using the mount's movement. But taking a closer look at the wording of this statement, it might have been what they were saying. Doesn't seem like that hypothesis holds up very well to scrutiny.
There's no such thing as concurrent turns, at least RAW. Either you take your turn before the mount or vice versa.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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There is no general rule to allow it, and it sure looks like this is not a specific rule that changes the general rule. But it still seems super wonky when you are a paladin riding a horse 30 feet away from the goblin to hold the attack action on your turn, then let the horse take its turn and move over to the goblin, triggering your reaction to make the attack.
There is no general rule to allow it, and it sure looks like this is not a specific rule that changes the general rule. But it still seems super wonky when you are a paladin riding a horse 30 feet away from the goblin to hold the attack action on your turn, then let the horse take its turn and move over to the goblin, triggering your reaction to make the attack.
You'd be better off letting the horse go first, move up to the goblin and then take the paladin's turn to take the attack action. This way, they don't use their reaction and they get any extra attacks that can happen as part of the attack action since a readied attack is one attack only.
However, yes, I agree with you that mounted movement would make more sense if the creature moved on your turn and its movement replaced yours (essentially turning mount and rider into one combined creature). However, that isn't how RAW is written. RAW, there is no way to combine the turns of two creatures into one turn.
However, yes, I agree with you that mounted movement would make more sense if the creature moved on your turn and its movement replaced yours (essentially turning mount and rider into one combined creature). However, that isn't how RAW is written. RAW, there is no way to combine the turns of two creatures into one turn.
I think it does work on the turn the paladin mounts the horse, though. Just not on subsequent turns. "A controlled mount can move and act even on the turn that you mount it," so a literal reading of that would be that the paladin mounts the horse on his turn. The horse moves and/or takes the dash, disengage, or dodge actions on the paladin's turn, since that was the turn in which he mounted the horse. And then the paladin does whatever else his action economy for that turn allows. It feels like they tried to bridge the gap, but they ended up only getting part of the way there.
For example, I'm trying to determine if a paladin with a walking speed of 30 feet can walk 15 feet to his riding horse (which has a walking speed of 60 feet), spend 15 feet of movement to mount the horse, the horse can move up to 60 feet, dash, move another 60 feet, and then the paladin can take the attack action against the goblin that was 135 feet away when the paladin started his turn--all on the paladin's turn.
EDIT: This is problematic too, though. Since mounting takes half your movement, but dismounting apparently does not, we find ourselves in a situation where the paladin can (maybe?) do the example I show above, and then on his next turn, he dismounts for free, mounts the horse again, and repeats the process. That's really silly.
Now as far as the whole mounted combat rules for a DM screen, I would think it’s whatever info you find in the books, and the way one decides to present that info on the screen is a matter of how the DM manages it.
I was always told the mount uses its speed to move the player from location to location, and usally has the ability to attack if it states they can, ether during the controling players turn( to speed up play ), or if the two are separated. When together, i would think a DM could use the rules that deal with multiple creatures acting in a group as a way to handle the pairing.
Mount Frightened: If a mount becomes frightened, the rider must succeed on a DC 10 Animal Handling check to control it. Failure can lead to the rider being dismounted. this is a real rule, but the term being used is likely throwing people off and the DC is wrong. its a DC 12 Wisdom ( animal handling) check. If you bring a draft horse, donkey, mastiff basically anything that isn't a war horse into combat you must make an animal handling check or the mount becomes frightened and attempts to flee combat. has nothing to do the fear spell but acts just like it. you however cannot make this save to control a mount that was feared by a creatures ability, spell to ignore that fear.
Question for this always helpful D&D community! I am struggling with a summary of the mounted combat rules for a DM screen, because I never remember them! Any brave and wise DMs out there who can sort me out and let me know if this is good enough to handle most situations??? Thank you so much!!!
That does seem to cover RAW stuff really well.
I would add in the "size & Space" rules simply because I have had people try to put their horse in the same space as a human before
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I don't see anything about animal handling in the rules.
This only applies to controlled mounts.
I don't see this in the rules. I could be missing something.
I don't see anything that lets you use your mount's attacks.
This is only true if the rider has the Mounted Combatant feat. I wouldn't include this in a DM screen, as it's squarely within player responsibility.
These are just how the actions work normally. They should probably be somewhere else on your DM screen.
I wouldn't put that on a DM screen, as it kinda goes without saying. Being mounted doesn't really have any effect on ranged attacks.
I can't find this in the rules.
Saying "there are rules for x situation" doesn't feel very helpful. A controlled mount automatically has the same initiative as its rider.
Mounts do have their own hit points, but there's no Dex save if they're reduced to 0. When a mount falls prone (which they do when they become unconscious or dead), the rider falls onto a space within 5 feet of it and is prone as well, unless they use a reaction to avoid falling prone.
I haven't seen any creatures like this. Do you have an example?
I guess maybe? The rules don't say anything about this, but if there's a big horse between you and somebody else half cover would make sense. Still, cover only applies to ranged attacks and Dexterity saving throws, so you won't get any extra AC against somebody hitting you with a sword. For a mount to provide cover against a ranged attack to its rider, the ranged attack would probably have to be made from, like, under the mount, which would normally give disadvantage anyways.
I dunno. If you want to include it, go ahead.
I wouldn't put this on a DM screen. That should be the player's responsibility.
What is the "two sizes larger" rule?
Overall, I'd say put a bit more emphasis on the differences between controlled and uncontrolled mounts, maybe using two extra bullet lists for facts specific to either one. I'd also put some more information about mounting and dismounting. And definitely check your facts before you write them down; you can find rules on mounts here and here.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Thank you very much!!!!
That is very helpful! Thank you for help out! Greatly appreciated!
What's the point of this rule if the mount cannot also move on their rider's turn?
"Not all those who wander are lost"
Where does it say this?
As a paladin player, I was researching exactly this for a very long time and there is only a single vague quote from Jeremy Crawford from a podcast referring to this topic. Important here is tho, that as RAW no two creatures can have a shared turn.
They might have the same initiative count, so that the person controlling both entities can chose the order, but it can't be mixed and broken off - which is a bad rule in my opinion, but RAW. So either the mount transports the character to where it's wanted and then the player character acts OR vice versa. But nothing other than a Reaction can ever be on another cratures turn as far as I know.
If you found a reliable source, PLEASE post it and make my paladins life much more versatile!!! ;)
I may have over-abrieviated that one in the Mounted Combat rules it states:
Controlling a Mount
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.
In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
------------------------
I found some good tips here as well: https://www.youtube.com/watch?v=o3EBXS54skw
Just a quick comment but most of the "Mounted combat" rules you list would appear to be home brew. Useful, but still just made up. The Mounted Combat rules in the PHB are very abbreviated.
Here is what the PHB has to say:
1) 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.
2) 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.
3) 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.
4) 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.
5) You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
6) You can control a mount only if it has been trained to accept a rider.
7) The initiative of a controlled mount changes to match yours when you mount it.
8) 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.
9) 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.
10) In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
The Find Steed and Find Greater Steed spells have additional abilities that do not apply to regular mounts. The Mounted Combatant Feat also has some additional capabilities.
I think that is all of the RAW regarding mounts.
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Problems with the RAW mount rules: Mostly they do not work as most players expect.
A mount is a creature. Each creature in a combat has its own turn. A mount has the same initiative as the rider but can go either before the rider or afterwards but NOT at the same time. As written, there is no exception for controlled mounts and riders to share a turn. So you can ride in on a mount and then take your turn but can't ride out on the mount. Or vice versa. Either you go first or the mount goes first. A player can not use the mount's movement on their turn.
Now in regards to the "summary" you listed:
Controlled mounts must be trained.
This is entirely homebrew from what I can tell.
No. A controlled mount can take the Dash, Disengage or Dodge actions on THEIR turn. The mount can't do anything on the rider's turn since it isn't their turn. (They still can't attack)
No. This is homebrew.
No. This is homebrew. The rider uses their action on their turn to attack. The mount and rider have the same initiative but as separate creatures in a combat they have separate turns.
No. This is homebrew. The similar rule in 5e is part of the Mounted Combatant feat and applies only to unmounted creatures that are smaller than your mount.
"You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount."
When any creature takes the dash action it gains additional movement equal to its speed on it's turn. This is no different than any other creature taking the dash action.
Correct. Disengage prevents all opportunity attacks while dodge gives attackers disadvantage to hit the target. However, these are again the basic rules for Disengage and Dodge that apply to every creature. There is nothing special for mounts.
Ranged attacks have disadvantage if there is a hostile creature within 5' of the creature attempting to make the ranged attack roll. There is no difference (RAW) between mounted archery and archery from any other location.
No. This is homebrew.
Yes. An uncontrolled mount has its own initiative and decides its own actions on its own turn. An uncontrolled mount can attack. The rider takes their turn as normal. The only difference here is that the rider is moved with the mount if it moves on its turn and an opportunity attack can choose either the rider or the mount. Keep in mind that "acting on the same initiative count" is NOT "acting on the same turn as another creature".
No. The falling part is homebrew.
No. This is homebrew. Controlled mounts can not attack including Trampling attacks. Uncontrolled mounts can but then the uncontrolled mount is the creature making the attack roll.
This is a DM call. However, most riders are quite exposed on the back of a mount so in a game I was running they would not get 1/2 or 3/4 cover as a result of the mount except perhaps if the attacker was trying to attack from under the mount.
Not quite. The Mounted Combatant feat is the following:
Effects requiring a dexterity saving throw will result in reduced damage to the mount. It only affects dexterity save effects so area effects that anything other than a dex save are unaffected. (Poison AoE is often a con save for example, Cone of Cold is also a con save).
No. This is also homebrew.
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Most of the "rules" you have listed are homebrew. They aren't in the rules for 5e as far as I know. That said, I think that most of them look like decent rules since the 5e mounted combat rules aren't that useful.
If you are creating a DM screen for yourself then you can put whatever homebrew you like on it but you should take care to explain to the players how you are running mounts and mounted combat in your game. If you want to create a DM screen for wider distribution then you should probably mark which are the actual rules and which are homebrew.
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Here is the Mounted Combat section from the PHB:
"Mounted Combat
A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.
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.
Mounting and Dismounting
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.
Controlling a Mount
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.
In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
Thank you! Those are really helpful point! I appreaciate the through analysis!
Does this mean that it is basically taking its turn at the same time as you? Or does it mean that if you have an initiative of 7, the mount also has an initiative of 7? Because I have always felt that one simple thing the designers could have done to fix a fair bit of mounted combat was to let the rider move on the rider's turn using the mount's movement. But taking a closer look at the wording of this statement, it might have been what they were saying. Doesn't seem like that hypothesis holds up very well to scrutiny.
"Not all those who wander are lost"
There's no such thing as concurrent turns, at least RAW. Either you take your turn before the mount or vice versa.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
There is no general rule to allow it, and it sure looks like this is not a specific rule that changes the general rule. But it still seems super wonky when you are a paladin riding a horse 30 feet away from the goblin to hold the attack action on your turn, then let the horse take its turn and move over to the goblin, triggering your reaction to make the attack.
"Not all those who wander are lost"
You'd be better off letting the horse go first, move up to the goblin and then take the paladin's turn to take the attack action. This way, they don't use their reaction and they get any extra attacks that can happen as part of the attack action since a readied attack is one attack only.
However, yes, I agree with you that mounted movement would make more sense if the creature moved on your turn and its movement replaced yours (essentially turning mount and rider into one combined creature). However, that isn't how RAW is written. RAW, there is no way to combine the turns of two creatures into one turn.
I think it does work on the turn the paladin mounts the horse, though. Just not on subsequent turns. "A controlled mount can move and act even on the turn that you mount it," so a literal reading of that would be that the paladin mounts the horse on his turn. The horse moves and/or takes the dash, disengage, or dodge actions on the paladin's turn, since that was the turn in which he mounted the horse. And then the paladin does whatever else his action economy for that turn allows. It feels like they tried to bridge the gap, but they ended up only getting part of the way there.
For example, I'm trying to determine if a paladin with a walking speed of 30 feet can walk 15 feet to his riding horse (which has a walking speed of 60 feet), spend 15 feet of movement to mount the horse, the horse can move up to 60 feet, dash, move another 60 feet, and then the paladin can take the attack action against the goblin that was 135 feet away when the paladin started his turn--all on the paladin's turn.
EDIT: This is problematic too, though. Since mounting takes half your movement, but dismounting apparently does not, we find ourselves in a situation where the paladin can (maybe?) do the example I show above, and then on his next turn, he dismounts for free, mounts the horse again, and repeats the process. That's really silly.
"Not all those who wander are lost"
So... My paladin used Find Steed to get a War Horse. When in combat, if my mount is Dodging, can my paladin still attack?
[REDACTED]
Now as far as the whole mounted combat rules for a DM screen, I would think it’s whatever info you find in the books, and the way one decides to present that info on the screen is a matter of how the DM manages it.
I was always told the mount uses its speed to move the player from location to location, and usally has the ability to attack if it states they can, ether during the controling players turn( to speed up play ), or if the two are separated.
When together, i would think a DM could use the rules that deal with multiple creatures acting in a group as a way to handle the pairing.
Yes. Your mount dodging should not prevent you from taking your normal actions while mounted.
Hi there! I don't know if you found this yet or not, but I thought it might be able to help out: If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. - Since a mount counts as a tied character, not a monster, you are free to decide if it acts before or after you when you mount it. Hope this helps if any confusion was remaining. If not, then sorry for bothering you!
*Edited for clarity.
this is a real rule, but the term being used is likely throwing people off and the DC is wrong. its a DC 12 Wisdom ( animal handling) check. If you bring a draft horse, donkey, mastiff basically anything that isn't a war horse into combat you must make an animal handling check or the mount becomes frightened and attempts to flee combat. has nothing to do the fear spell but acts just like it. you however cannot make this save to control a mount that was feared by a creatures ability, spell to ignore that fear.