What are the rules for mounting in D&D?

Mastering the Saddle: A Comprehensive Guide to Mounting in D&D 5e

What are the rules for mounting in D&D? In Dungeons & Dragons 5th Edition, mounting a creature involves a few key rules centered around size, willingness, and action economy. To successfully mount a creature, it must be within 5 feet of you, be willing to bear you as a rider, be at least one size category larger than you, and have an appropriate anatomy (determined by the DM). Mounting or dismounting uses a portion of your movement, specifically half your speed. These rules provide a solid foundation for mounted combat and exploration, adding tactical depth to your gameplay.

The Core Mechanics of Mounting

The act of mounting isn’t just about hopping onto any available creature. It’s a deliberate action that involves certain requirements and consequences.

Size Matters

The most fundamental rule is that the creature you wish to mount must be at least one size larger than you. A Medium-sized character, like a human, can mount a Large creature, such as a horse or a giant lizard. However, they cannot ride a creature of their size, or smaller. This rule ensures that mounting is both logical and manageable within the game’s framework. For instance, a Small halfling might be able to ride a Medium dog, but a human adventurer wouldn’t be able to do the same.

Willingness is Key

You can’t force a creature to be your mount. The creature must be willing to bear you as a rider. A wild animal will likely resist being mounted, unless charmed or persuaded, while a trained beast might accept a rider without hesitation. This also means creatures summoned or conjured by the player can be used as mounts if they are the proper size, and are willing, as they would be under control of the caster. This is key because a creature you can control would be more willing than a wild creature.

Anatomical Appropriateness

The creature must have an appropriate anatomy for mounting. This is where the Dungeon Master’s judgment comes in. A horse, with its broad back and four legs, is a clear fit for a mount. A gelatinous cube, lacking anything to grip onto, obviously would not. Even a large creature, like a giant snake, might be unsuitable for a comfortable and secure ride. This rule helps ensure realism and prevents players from exploiting the mounting rules.

Action Economy: Mounting and Dismounting

Mounting and dismounting both cost a portion of your movement. While in previous editions these were their own standard actions, in 5e they require a movement to be used. Specifically, mounting or dismounting takes half your movement speed. This means that a character with a 30ft speed can move 15ft to mount, then act. If your mount is a warhorse with a speed of 60ft you would use 15ft of your movement, then have the mount use its entire 60ft of movement. If an action causes your mount to move, and you are forced to dismount, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone within 5ft of it.

FAQ: Delving Deeper into Mounting Rules

To further clarify the ins and outs of mounted combat and travel, here are 15 Frequently Asked Questions about mounting:

  1. Can two people ride a single mount?

    • Yes, generally. The rules indicate that multiple people can ride a mount as long as the mount is large enough and can handle the weight. Two people can usually ride a horse, while an elephant could carry four. A very large mount, like a dragon or giant creature, could conceivably carry many more, but it would come down to DM discretion and considerations of encumbrance.
  2. What size is a mount needed to be?

    • A mount needs to be at least one size larger than the rider. For instance, a Medium-sized character can ride a Large-sized or bigger creature.
  3. How do you dismount in D&D 5e?

    • Dismounting costs an amount of movement equal to half your speed. Similar to mounting, it’s a movement-based action. If you are forced off a mount by external circumstances you must make a DC 10 Dex saving throw or fall prone in a space within 5 feet of it.
  4. What happens if my mount moves against its will?

    • If your mount is moved against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing prone within 5 feet of it.
  5. What constitutes a valid mount?

    • A mount is any creature that is willing, at least one size larger than its rider, and has a suitable anatomy. The DM is the final judge of whether a creature is suitable.
  6. Can you Disengage on a mount?

    • Yes. When you mount a creature, it’s considered a controlled mount which moves on your initiative. This allows your mount to move as you direct it, and it can use only the Dash, Disengage, or Dodge actions.
  7. How do I choose a mount size when using miniatures or visual representation?

    • A good rule of thumb is to use 60% of the main mount width down to a minimum of 20mm for the rider. If your mount is 40mm wide, a 24mm central border will be proportional. The smallest size should not be lower than 15mm.
  8. Are all mounts the same size in D&D?

  • No. Mounts need to be at least one size category larger than the rider, and within reason for the character to ride. The DM would have final say.
  1. What types of creatures can you ride in D&D?

    • The possibilities are quite vast, including creatures like camels, giant lizards, elephants, and more. Some mounts have unique abilities, such as swimming, climbing, or flying. Ultimately, the selection is only limited by the DM’s world and their decisions.
  2. Can a player character be a mount?

    • Yes! A sentient creature can serve as a mount and act as an independent mount when they do so. Player characters who can shapeshift, become large enough, and are willing can totally serve as a mount for other characters.
  3. Do mounts get their own turn?

    • Yes. A controlled mount shares the same initiative count as its rider, meaning you decide which goes first. Each turn, both mount and rider can move and act independently, within the parameters of controlled mounts.
  4. How do you climb onto a creature to mount it when it is much larger?

    • You can only climb onto a creature that is at least two sizes larger than you. To climb it, you have to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. On a success, you move into the creature’s space.
  5. What are the benefits of mounted combat?

    • A controlled mount significantly increases your mobility, allowing you to cover much larger distances on each turn. A ranged character can use a mount to stay out of harms way, and a melee character can use it to engage, or disengage quickly. A warhorse moving 120 feet a turn would give characters considerable speed.
  6. How do you keep a mount alive in combat?

    • The Mounted Combatant feat is the best way to keep your mount alive. Among its benefits is the ability to redirect an attack targeting your mount to target you instead. Also, strategic use of cover and defensive actions can protect your mount.
  7. What is the best weapon to use while mounted?

    • The best melee weapon to use while mounted is the Lance, as it can be wielded with one hand while mounted, but requires two hands when not mounted.

Conclusion

Mounting in D&D 5e provides a fantastic dimension to gameplay. Whether you’re a noble knight on a warhorse, or a traveling merchant on a camel, understanding these rules is essential. Knowing the requirements for a mount, and how to utilize their movement effectively, can provide a significant advantage in both exploration and combat. Always remember to consult your DM on the specifics of your campaign, and enjoy the ride!

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