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{
"name": "Mounted Combat",
"key": "srd_mounted-combat",
"document": {
"name": "System Reference Document 5.1",
"key": "srd-2014",
"type": "SOURCE",
"display_name": "5e 2014 Rules",
"publisher": {
"name": "Wizards of the Coast",
"key": "wizards-of-the-coast"
},
"gamesystem": {
"name": "5th Edition 2014",
"key": "5e-2014"
},
"permalink": "https://dnd.wizards.com/resources/systems-reference-document"
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"desc": "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.\n\nA 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.",
"rules": [
{
"key": "srd_mounted-combat_mounting-and-dismounting",
"name": "Mounting and Dismounting",
"desc": "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.\n\nIf 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 srd:prone in a space within 5 feet of it. If you're knocked srd:prone while mounted, you must make the same saving throw.\n\nIf your mount is knocked srd:prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall srd:prone in a space within 5 feet it.",
"index": 1,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_mounted-combat"
},
{
"key": "srd_mounted-combat_controlling-a-mount",
"name": "Controlling a Mount",
"desc": "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.\n\nYou 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.\n\nAn 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.\n\nIn either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.",
"index": 2,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_mounted-combat"
}
],
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}
},
{
"name": "Mounts and Vehicles",
"key": "srd_mounts-and-vehicles",
"document": {
"name": "System Reference Document 5.1",
"key": "srd-2014",
"type": "SOURCE",
"display_name": "5e 2014 Rules",
"publisher": {
"name": "Wizards of the Coast",
"key": "wizards-of-the-coast"
},
"gamesystem": {
"name": "5th Edition 2014",
"key": "5e-2014"
},
"permalink": "https://dnd.wizards.com/resources/systems-reference-document"
},
"desc": "A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.\n\nAn animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.\n\nMounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.\n\n**_Barding._** Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.\n\n**_Saddles._** A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.\n\n**_Vehicle Proficiency._** If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\n\n**_Rowed Vessels._** Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.",
"rules": [
{
"key": "srd_mounts-and-vehicles_mounts",
"name": "Mounts and Other Animals",
"desc": "| Item | Cost | Speed | Carrying Capacity |\n|----------------|--------|--------|-------------------|\n| Camel | 50 gp | 50 ft. | 480 lb. |\n| Donkey or mule | 8 gp | 40 ft. | 420 lb. |\n| Elephant | 200 gp | 40 ft. | 1,320 lb. |\n| Horse, draft | 50 gp | 40 ft. | 540 lb. |\n| Horse, riding | 75 gp | 60 ft. | 480 lb. |\n| Mastiff | 25 gp | 40 ft. | 195 lb. |\n| Pony | 30 gp | 40 ft. | 225 lb. |\n| Warhorse | 400 gp | 60 ft. | 540 lb. |",
"index": 1,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_mounts-and-vehicles"
},
{
"key": "srd_mounts-and-vehicles_tack-harness-land-vehicles",
"name": "Tack, Harness, and Drawn Vehicles",
"desc": "| Item | Cost | Weight |\n|--------------------|--------|---------|\n| Barding | ×4 | ×2 |\n| Bit and bridle | 2 gp | 1 lb. |\n| Carriage | 100 gp | 600 lb. |\n| Cart | 15 gp | 200 lb. |\n| Chariot | 250 gp | 100 lb. |\n| Feed (per day) | 5 cp | 10 lb. |\n| **_Saddle_** | | |\n| - Exotic | 60 gp | 40 lb. |\n| - Military | 20 gp | 30 lb. |\n| - Pack | 5 gp | 15 lb. |\n| - Riding | 10 gp | 25 lb. |\n| Saddlebags | 4 gp | 8 lb. |\n| Sled | 20 gp | 300 lb. |\n| Stabling (per day) | 5 sp | - |\n| Wagon | 35 gp | 400 lb. |",
"index": 2,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_mounts-and-vehicles"
},
{
"key": "srd_mounts-and-vehicles_waterborne-vehicles",
"name": "Waterborne Vehicles",
"desc": "| Item | Cost | Speed |\n|--------------|-----------|--------|\n| Galley | 30,000 gp | 4 mph |\n| Keelboat | 3,000 gp | 1 mph |\n| Longship | 10,000 gp | 3 mph |\n| Rowboat | 50 gp | 1½ mph |\n| Sailing ship | 10,000 gp | 2 mph |\n| Warship | 25,000 gp | 2½ mph |",
"index": 3,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_mounts-and-vehicles"
}
],
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}
},
{
"name": "Feats",
"key": "srd_feats",
"document": {
"name": "System Reference Document 5.1",
"key": "srd-2014",
"type": "SOURCE",
"display_name": "5e 2014 Rules",
"publisher": {
"name": "Wizards of the Coast",
"key": "wizards-of-the-coast"
},
"gamesystem": {
"name": "5th Edition 2014",
"key": "5e-2014"
},
"permalink": "https://dnd.wizards.com/resources/systems-reference-document"
},
"desc": "A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.\n\nAt certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.\n\nYou must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.",
"rules": [],
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},
{
"name": "Races",
"key": "srd_races",
"document": {
"name": "System Reference Document 5.1",
"key": "srd-2014",
"type": "SOURCE",
"display_name": "5e 2014 Rules",
"publisher": {
"name": "Wizards of the Coast",
"key": "wizards-of-the-coast"
},
"gamesystem": {
"name": "5th Edition 2014",
"key": "5e-2014"
},
"permalink": "https://dnd.wizards.com/resources/systems-reference-document"
},
"desc": "",
"rules": [
{
"key": "srd_race_racial-traits",
"name": "Racial Traits",
"desc": "The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.",
"index": 1,
"initialHeaderLevel": 2,
"document": "srd-2014",
"ruleset": "srd_races"
},
{
"key": "srd_race_ability-score-increases",
"name": "Ability Score Increases",
"desc": "Every race increases one or more of a character’s ability scores.",
"index": 2,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races"
},
{
"key": "srd_race_age",
"name": "Age",
"desc": "The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.",
"index": 3,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races"
},
{
"key": "srd_race_alignment",
"name": "Alignment",
"desc": "Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.",
"index": 4,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races"
},
{
"key": "srd_race_size",
"name": "Size",
"desc": "Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in \"Equipment.\"",
"index": 5,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races"
},
{
"key": "srd_race_speed",
"name": "Speed",
"desc": "Your speed determines how far you can move when traveling ( \"Adventuring\") and fighting (\"Combat\").",
"index": 6,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races"
},
{
"key": "srd_race_languages",
"name": "Languages",
"desc": "By virtue of your race, your character can speak, read, and write certain languages.",
"index": 7,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races"
},
{
"key": "srd_race_subraces",
"name": "Subraces",
"desc": "Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.",
"index": 8,
"initialHeaderLevel": 3,
"document": "srd-2014",
"ruleset": "srd_races"
}
],
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}
}
]
}