D&D 5E In combat riding and movement


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I think the Mounted Combat rules work perfectly. The mage carries the familiar on his turn, then the familiar can move on their turn. However, the familiar will still have to pay half its movement to Dismount (and half to Mount, if it happens in combat), so its not gaining that much extra movement.

Unless! it dismounts from the PC with half its movement, then uses the other half of its movement to mount a horse, and then rides that horse as a controlled mount in a Dash for twice the horse's movement! (120' if a normal horse.)
 

Ok, but what do you think the Mounted Combat rules say about this?? To me they don't seem to say anything about this explicitly.
You can serve as a mount for your owl familiar as long as you're willing and at least one size larger than it. The owl then can mount you once during its move while within 5 feet of you or dismount, using half its speed. While mounted, if an effect moves you against your will, the owl must succeed on a DC 10 Dexterity saving throw or fall off you, landing prone in a space within 5 feet of you. If the owl is knocked prone while on you, it must make the same saving throw. If you're knocked prone, the owl can use its reaction to dismount you as it falls and land on the ground. Otherwise, its dismounted and fall prone in a space within 5 feet of you. if you provokes an opportunity attack while the owl is on you, the attacker can target you or the owl. While the owl is on you, both of you can act independently with seperate initiaitive as indenpendent creatures ans so both you and the owl can act on its own turn.
 

You can serve as a mount for your owl familiar as long as you're willing and at least one size larger than it. The owl then can mount you once during its move while within 5 feet of you or dismount, using half its speed. While mounted, if an effect moves you against your will, the owl must succeed on a DC 10 Dexterity saving throw or fall off you, landing prone in a space within 5 feet of you. If the owl is knocked prone while on you, it must make the same saving throw. If you're knocked prone, the owl can use its reaction to dismount you as it falls and land on the ground. Otherwise, its dismounted and fall prone in a space within 5 feet of you. if you provokes an opportunity attack while the owl is on you, the attacker can target you or the owl. While the owl is on you, both of you can act independently with seperate initiaitive as indenpendent creatures ans so both you and the owl can act on its own turn.

Well summarized. I would just like to mention that wizards are intelligent creatures, so the familliar does not have the option of using the wizard as a controlled mount.
 


What if the wizard has an intelligence of 3?
A creature also needs to be trained as a mount before it can be controlled, you can't just hop on a wild horse or wizard and expect them to carry you where you want.

There are no explicit rules for mount traning, but if ti came up in my game I'd probably rule that an undomesticated, unintelligent wizard could be trained as a mount in 250 days of downtime, the same way as learning new languages or tool proficiencies.
 

A creature also needs to be trained as a mount before it can be controlled, you can't just hop on a wild horse or wizard and expect them to carry you where you want.

There are no explicit rules for mount traning, but if ti came up in my game I'd probably rule that an undomesticated, unintelligent wizard could be trained as a mount in 250 days of downtime, the same way as learning new languages or tool proficiencies.

Well, yeah, but I would want to housebreak him first...:p
 

+1 to what's already been said on this page. Let the owl use the mounting/dismounting rules to perch/unperch from her human's shoulders. (It's not as simple as alighting on a tree branch.) Don't bother tracking the human's movement and then subtracting that from the owl's movement. Embrace the abstract simplicity. Initiative rounds are not meant to be super simulationist; they track relative positions and order of action in critical moments when a lot is happening all at once.
 

In my experience, minions and the like get their own turn. Lets put it this way: say you are caught in a flowing river, every "turn" that river takes moves you 30 feet. Does the fact that the river has carried you, mean that you have lost your ability to swim to the shore? Perhaps instead, you a riding on a train, every turn that train carries you 100 feet, does this mean that you cannot walk along the train? Clearly people walk inside moving vehicles all the time, so moving on something else while it is moving does nothing to negate their own movement.

I have no problem letting creatures take their full turn on their turn, even if the "ground" they were on happened to move. You might say they get half their movement from needing to "dismount" but an animal jumping out of your arms/off your shoulder is quite quicker than a human dismounting a horse.
 

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