Mounts & Vehicles
A mount helps you move through the wilderness and carry gear that would otherwise slow you down. Large vehicles extend your reach further still — and siege weapons extend it to castle walls.
Mounts & Other Animals
| Animal | Carrying Capacity | Speed | Cost |
|---|---|---|---|
| Camel | 450 lb. | 50 ft. | 50 gp |
| Elephant | 1,320 lb. | 40 ft. | 200 gp |
| Horse, Draft | 540 lb. | 40 ft. | 50 gp |
| Horse, Riding | 480 lb. | 60 ft. | 75 gp |
| Mastiff | 195 lb. | 40 ft. | 25 gp |
| Mule | 420 lb. | 40 ft. | 8 gp |
| Pony | 225 lb. | 40 ft. | 30 gp |
| Warhorse | 540 lb. | 60 ft. | 400 gp |
Mounts & Cargo
An animal pulling a carriage, cart, chariot, sled, or wagon can move up to 5× its base carrying capacity (including vehicle weight). Multiple animals: add capacities together.
Barding
Armor designed for a mount. Any armor type can be purchased as barding.
- Cost: 4× normal cost
- Weight: 2× normal weight
Tack, Harness & Drawn Vehicles
| Item | Weight | Cost |
|---|---|---|
| Carriage | 600 lb. | 100 gp |
| Cart | 200 lb. | 15 gp |
| Chariot | 100 lb. | 250 gp |
| Feed per day | 10 lb. | 5 cp |
| Saddle, Exotic | 40 lb. | 60 gp |
| Saddle, Military | 30 lb. | 20 gp |
| Saddle, Riding | 25 lb. | 10 gp |
| Sled | 300 lb. | 20 gp |
| Stabling per day | — | 5 sp |
| Wagon | 400 lb. | 35 gp |
Saddles
A saddle includes a bit, bridle, reins, and any other needed equipment.
- Military Saddle — Advantage on checks to remain mounted
- Exotic Saddle — Required for aquatic or flying mounts
Airborne & Waterborne Vehicles
| Ship | Speed | Crew | Passengers | Cargo (tons) | AC | HP | Damage Threshold | Cost |
|---|---|---|---|---|---|---|---|---|
| Airship | 8 mph | 10 | 20 | 1 | 13 | 300 | — | 40,000 gp |
| Galley | 4 mph | 80 | — | 150 | 15 | 500 | 20 | 30,000 gp |
| Keelboat | 1 mph | 1 | 6 | ½ | 15 | 100 | 10 | 3,000 gp |
| Longship | 3 mph | 40 | 150 | 10 | 15 | 300 | 15 | 10,000 gp |
| Rowboat | 1½ mph | 1 | 3 | — | 11 | 50 | — | 50 gp |
| Sailing Ship | 2 mph | 20 | 20 | 100 | 15 | 300 | 15 | 10,000 gp |
| Warship | 2½ mph | 60 | 60 | 200 | 15 | 500 | 20 | 25,000 gp |
Ship Movement Notes
- Against a strong wind: move at half speed
- Dead calm (no wind): waterborne ships cannot sail; must row
- Keelboats and Rowboats: used on lakes and rivers; cannot row against significant current; can be pulled upstream by draft animals
- Downstream bonus: add current speed (~3 mph) to vehicle speed
- Rowboat: can be carried; weighs 100 lb.
Passengers
- Standard fare: 5 sp/day per hammock berth
- Private cabin: ~2 gp/day
- Private accommodations reduce passenger capacity to ⅕
Damage Threshold
A vehicle with a damage threshold takes no damage from attacks unless a single hit equals or exceeds the threshold. Failed-to-meet damage is superficial and does not reduce HP.
Ship Repair
- Berthed repairs: 1 day + 20 gp per 1 HP restored
- City shipyard (abundant supplies): half time and cost
Siege Equipment
Ballista
Large Object — AC 15 | HP 50
Ballista Bolt (Requires Load + Aim) — Ranged Attack Roll: +6, range 120/480 ft. Hit: 3d10 Piercing damage.
A massive crossbow that fires heavy bolts. Loading requires the Utilize action; aiming requires another Utilize action. Then a crew member can fire.
Flamethrower Coach
Large Object — AC 19 | HP 100
Flamethrower — DEX Save DC 15, each creature in a 60-ft × 5-ft line. Failure: 4d6 Fire damage + start burning. Success: half damage only.
Powered by magic, this iron coach has a flamethrower turret mounted atop it. Accommodates up to two Medium creatures. Access via an iron hatch in the underbelly. Narrow slits allow occupants to see out; creatures inside have Three-Quarters Cover.
- Crew: 2 — a driver and a gunner
- Speed: 30 ft (driver uses Utilize action to move/turn)
Keg Launcher
Large Object — AC 15 | HP 30
Toxic Keg (Requires Load + Aim) — CON Save DC 15, each creature in a 20-ft sphere centered 30–300 ft from the launcher. Failure: 4d6 Poison damage. Success: half damage.
A back-mounted wooden catapult that flings small kegs of toxic gas. Loading requires Utilize; aiming requires Utilize; then a crew member fires.
Lightning Cannon
Medium Object — AC 19 | HP 30
Lightning Ball (Requires Aim) — Ranged Attack Roll: +6, range 300/1,200 ft. Hit: 4d10 Lightning damage.
A small bronze cannon inlaid with arcane runes, mounted on a heavy tripod. Launches balls of crackling electricity. Aiming requires Utilize; then a crew member fires.
Mangonel
Large Object — AC 15 | HP 100
Mangonel Stone (Requires Load + Aim) — Ranged Attack Roll: +5, range 200/800 ft (cannot hit within 60 ft of itself). Hit: 5d10 Bludgeoning damage.
See also: 07 - Items & Equipment | Armor | Adventuring Gear