One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson

Tuesday, March 20, 2018

Guide to D&D 5e Mounted Combat

One of my player's in my Tomb of Annihilation campaign has decided to take the mounted combat approach with his character. When I looked up the rules in the PH I felt I needed a cheat sheet and some clarification. I watched the Dragon Talk episode on Youtube about the subject and wrote up this little guide hopefully you find is useful!

Art by Uncannyknack
What is a Mount?

  • Must be a willing creature
  • Must be at least one size larger than you
  • Must have appropriate anatomy*.

  • A rider can mount/dismount once during a move action.
  • A rider can only mount/dismount a creature that is within 5 feet of themselves.
  • Mounting/dismounting costs an amount of movement equal to half the rider’s speed
  • A rider can't mount/dismount if their speed is 0.
Forced Dismounting
  •  If an effect moves the mount while the rider is on it, the rider must make a DC 10 Dexterity save or fall prone within 5 feet of the mount.
  • If the rider is knocked prone while mounted, the rider must make a DC 10 Dexterity save or fall prone within 5 feet of the mount.
  • If your mount is knocked prone, you can use your reaction to dismount and land on your feet. Otherwise you fall prone within 5 feet of the mount.
Controlling a Mount
  •  A rider controls a mount only if it has been trained to to accept a rider
  •   Intelligent* creatures (like dragons) act independently.
  •   Mounts are either controlled or act independently.
Controlled Mounts
  •  A controlled mount’s initiative changes to match the rider’s.
  •  The mount can’t attack and moves as the rider directs it. In addition to a bonus action and a reaction the mount has only three actions it can take in a round:
1)         Dash
2)         Disengage
3)         Dodge

Independent Mounts
  •   An independent mount is any creature untrained to accept a rider, or it is intelligent*.                 An intelligent mount may allow itself to be controlled if it so desires but then must follow the controlled mount rules.
  • The mount retains their place in initiative.
  • The mount has no restriction on actions it can take.
  • The mount moves and acts as it wishes on it’s own initiative count.
  •  For the purpose of the Find Steed (PH 240) spell the player may choose if the summoned steed will be controlled or independent.
Opportunity Attacks while mounted
  • If the mount provokes an opportunity attack, the attacker chooses if it targets the rider, (or passenger if any) or the mount.
 Where is my character in relation to my mount? (For gridded combat purposes only)
  • At the Dungeon Master’s discretion, the rider is place in a specific square of the mount or is in the center of the mount based on what the situation may require.

Rules are as per 5th edition Player Hnadbook p. 198 and the episode of Dragon Talk: Sage Advice on Mounted Combat. from February 27, 2018 

*What constitutes an intelligent mount is left to the Dungeon Master’s discretion.

Sunday, June 4, 2017

Hommlet: Let He Without Sin Cast The First Stone

In the Temple of Elemental Evil Gygax wrote “If [the heroes] need more seasoning before continuing to the greater challenges, you may – and should – design and develop other adventures in the area”. Thus, this entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet. 

The following location is numbered based on how it appears on the map of the village of Hommlet found in T1-4: The Temple of Elemental Evil. You can see the rest of the entries in the Ultimate Greyhawk sidebar of the blog.

Stonemason Guild or Secret Society of Evil Elementals

29. The Stonemason

Earth Cultist: Servant of  the Apocalypse
Rurik Whitestone and his wife Edith are recent arrivals to Hommlet by way of Narwell (see Dungeon Magazine # 85 “Lord of the Scarlet Tide”). They have two children Ernst and Emma and three apprentices Sergi, Guther, Wolfgang. All are of the old faith and in the militia. Rurik has become very wealthy and is well regarded by the townsfolk. He has become close with the wizard Burne (area 31). Secretly this family is in league with the Temple. The apprentices are actually cultists of the Earth Temple. The family while not implicitly cultist themselves are now for better or worse forever tied to the cult. The family’s recent increase in good fortune is due in a large part to the cult. Rurik and his family were down on their luck after recent orc attacks from the Pomarj left them bereft of their hard earned wealth. When Rurik sought financial aid from the local Stonemasons Guild he learned that the Guild was infiltrated by the sinister Earth Cult and was pressed into their service. The cult helped the family relocate to Hommlet and re-establish themselves. In turn the family would act as spies and provide the cult with supplies and a safe house within the town. Rurik uses his power and influence to rub shoulders with all the important members of the town and shares what he discovers with the cult. Below the home is a secret redoubt for the Earth cultists to meet and plan operations. Everyone in the family will do its best to throw nosy adventurers off the trail of the cult.