Mount (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
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Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
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Peculiar Traits

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Items

Carry Capacity
Goods & Currency
Optional: Material Goods
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Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

A mount is a creature you can ride into encounters, such as a horse.

Your narrator determines what kind of creature can serve as your mount, but generally it requires appropriate anatomy and must be one size larger than you.

Mounting and Dismounting

As a bonus action, you can mount or dismount a willing and suitable creature within 5 feet of you. You can also mount or dismount with your Use action.

You can't mount or dismount if an effect if your speed has been reduced to 0, unless you fall off.

Falling Off

  • If you're knocked Prone while mounted, you fall Prone in a space within 5 feet of your mount.
  • If your mount is knocked Prone, you can use your reaction to land on your feet within 5 feet of your mount. If you don't use this reaction, you fall Prone.
  • If an effect shoves your mount, you must succeed on a DC 10 Dexterity save fall off your mount, landing Prone in a space within 5 feet of it.

Controlling Your Mount

While you're mounted, you and your mount move as one, sharing the same turn—including the same move, action, and reaction.

If turn order was decided already, your mount's turn changes to become yours, and reverts if dismounted. It can't have more than one turn per round.

Moving. If you move while mounted, you use your mount's speed as if it was your own.

Useable Actions. If your mount has any special actions you can use them as your own action. For example while riding a horse you can have it take the Attack action to attack with its hooves, but this uses up your own action. For an unwilling or untrained mount, you might not be able to command it to perform specific actions.

Unusable Actions. You can't however use a mount's multiattack action nor any trait that gives the mount actions. Similarly, you can't use any (re)action systematically exclusive to powerful monsters, such as legendary actionsor boss reactions.

Cohort Mount. Only a mount who is your cohort can take its own actions in addition to your own actions.

Unwilling Mount

Sometimes you can climb onto a unwilling creature, like a cowboy seizing a bucking bronco. You can't control an unwilling mount, but rules about dismounting and falling off still apply. An unwilling mount can at any time choose to become a willing mount.

Mounting. On your turn when you hit a creature at least one size larger than you with an unarmed strike, if its anatomy is appropriate you can forgo dealing damage as normal to climb into that creature's space and it becomes your unwilling mount. Whenever the creature moves, you are carried with it, but you likely have no influence on its movement. You can move through the creature's space, but you are Slowed while doing so.

Throwing Off. At the start of each of the mounted creature's turns, you must succeed on a Strength save against the creature's Strength or Dexterity DC, whichever is higher. On a failure you're flung off and land Prone 5 feet within the creature.

Affected Attacks. Depending on the mounted creature's anatomy your narrator might decide it can't target you with some attacks, or has disadvantage on some attack rolls targeting you. A horse for example couldn't hit you with its hooves, but if you were on a giant's back it could still flail at you with a club.

Example Mounts

Many mounts can be summoned by spells or found during adventures, but a few critters can be bought or sold during a long rest as common items. Your narrator’s campaign might have more or fewer buyable mounts. This list is just an example.

Mount Size Speed Defenses Carry Cost
Horse Large 60 feet 10 AC, 13 hp 32 items 50 gold
Camel Large 50 feet 9 AC, 5 hp 32 items 50 gold
Mule Medium* 30 feet 11 AC, 11 hp 24 items 10 gold
Pony Medium 40 feet 10 AC, 11 hp 15 items 20 gold
Mastiff Medium 40 feet 12 AC, 5 hp 13 items 20 gold
Ridin' Goat Medium 40 feet 10 AC, 4 hp 12 items 20 gold

Camel. A camel is acclimated to extreme heat.

Mule. A mule can act as a Large mount, and can Carry items as though it was a Large creature. A mule has an unfriendly attitude to any creature except its owner.

Ridin' Goat. This goat has advantage on any check or save made to avoid falling Prone.

Other Mount Expenses. Buying a mount normally includes an appropriate riding saddle. If you only have a single mount, there is normally no added expense for food or lodging; such is included in the negligible expenses of every downtime.

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