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

AnimalCarrying CapacitySpeedCost
Camel450 lb.50 ft.50 gp
Elephant1,320 lb.40 ft.200 gp
Horse, Draft540 lb.40 ft.50 gp
Horse, Riding480 lb.60 ft.75 gp
Mastiff195 lb.40 ft.25 gp
Mule420 lb.40 ft.8 gp
Pony225 lb.40 ft.30 gp
Warhorse540 lb.60 ft.400 gp

Mounts & Cargo

An animal pulling a carriage, cart, chariot, sled, or wagon can move up to 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

ItemWeightCost
Carriage600 lb.100 gp
Cart200 lb.15 gp
Chariot100 lb.250 gp
Feed per day10 lb.5 cp
Saddle, Exotic40 lb.60 gp
Saddle, Military30 lb.20 gp
Saddle, Riding25 lb.10 gp
Sled300 lb.20 gp
Stabling per day5 sp
Wagon400 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

ShipSpeedCrewPassengersCargo (tons)ACHPDamage ThresholdCost
Airship8 mph102011330040,000 gp
Galley4 mph80150155002030,000 gp
Keelboat1 mph16½15100103,000 gp
Longship3 mph4015010153001510,000 gp
Rowboat1½ mph13115050 gp
Sailing Ship2 mph2020100153001510,000 gp
Warship2½ mph6060200155002025,000 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