Mounts & Vehicles
Mounts, tack and harness, airborne and waterborne vehicles, and trade goods.
Equipment Mounts & Vehicles
Mounts and Vehicles
A good mount helps you move quickly through the wilderness and primarily carries gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity. An animal pulling a vehicle can move weight up to five times its base carrying capacity, including the vehicle's weight. If multiple animals pull the same vehicle, they can combine their carrying capacities.
Other mounts, like flying creatures (pegasi, griffons) or aquatic mounts (giant sea horses), are rare and typically not for sale. Acquiring such mounts often involves securing an egg and raising the creature, making a bargain with a powerful entity, or negotiating with the mount itself.
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Barding: Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown in the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Saddles: A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check to remain mounted. An exotic saddle is required for riding any aquatic, flying, or other suitably unique mount.
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Vehicle Proficiency: If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that vehicle in difficult circumstances.
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Rowed Vessels: Keelboats and rowboats are used on lakes and rivers. When going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vessels can’t be rowed against any significant current but can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds for adventurers carrying it over land.
Land and Water Vehicle Proficiency
Proficiency with a vehicle covers all variations for travel for that mode of transportation. This includes knowledge on how to handle animals and repairing and maintaining vehicles.
In addition Water Vehicle proficiency involves basic knowledge available to sailors such as knots, locations of islands, and assessing weather and sea conditions.
| Magical Vehicles | Grants you a 1D6 bonus to Arcana checks to identify magical vehicles |
|---|---|
| Vehicle Inspections | Grants you a 1D6 bonus to Investigation and Perception checks to find clues and hidden information on vehicles |
| Vehicle Handling | While piloting a vehicle you add your Proficiency Bonus to the vehicle’s AC and saving throws |
| Activities | Navigate through rough terrain or water (DC 10) Assess a vehicle’s condition (DC 15) Take a tight corner at high speed (DC 20) |
Mounts and Other Animals
| Item | Cost | Speed | Carrying Capacity |
|---|---|---|---|
| Camel | 50 gp | 50 ft. | 480 lb. |
| Donkey or mule | 8 gp | 40 ft. | 420 lb. |
| Elephant | 200 gp | 40 ft. | 1,320 lb. |
| Horse, draft | 50 gp | 40 ft. | 540 lb. |
| Horse, riding | 75 gp | 60 ft. | 480 lb. |
| Mastiff | 25 gp | 40 ft. | 195 lb. |
| Pony | 30 gp | 40 ft. | 225 lb. |
| Warhorse | 400 gp | 60 ft. | 540 lb. |
Tack, Harness, and Drawn Vehicles
| Item | Cost | Weight |
|---|---|---|
| Barding | x4 | x2 |
| Bit and bridle | 2 gp | 1 lb. |
| Carriage | 100 gp | 600 lb. |
| Cart | 15 gp | 200 lb. |
| Chariot | 250 gp | 100 lb. |
| Feed (per day) | 5 cp | 10 lb. |
| Saddle Exotic Military Riding | 60 gp 20 gp 10 gp | 40 lb 30 lb 25 lb |
| Pack | 5 gp | 15 lb. |
| Saddlebags | 4 gp | 8 lb. |
| Sled | 20 gp | 300 lb. |
| Stabling (per day) | 5 sp | — |
| Wagon | 35 gp | 400 lb. |
Airborne and Waterborne Vehicles
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Speed: Sailing against a strong wind halves movement speed. With no wind, waterborne ships must be rowed. If going downstream, add the speed of the current (Around 3 mph).
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Passengers: A ship fitted with private accommodations can hold 1/5th as many passengers. A hammock can be rented for 5 sp per day and a cabin for 2 gp per day.
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Ship Repair: Repairs can only be made while the ship is berthed. Each 1 hit point restored costs 1 day and 20 gps in materials and labor. If repairs are made in place suited for repairs the time and cost is halved.
| Ship | Cost | Speed | Crew | Passengers | Cargon (Tons) | AC | HP | Damage Threshold |
|---|---|---|---|---|---|---|---|---|
| Airship | 40,000 gp | 8 mph | 10 | 20 | 1 | 13 | 300 | – |
| Galley | 30,000 gp | 4 mph | 80 | – | 150 | 15 | 500 | 20 |
| Keelboat | 3,000 gp | 1 mph | 1 | 6 | .5 | 15 | 100 | 10 |
| Longship | 10,000 gp | 3 mph | 40 | 150 | 10 | 15 | 300 | 15 |
| Rowboat | 50 gp | 1.5 mph | 1 | 3 | – | 11 | 50 | – |
| Sailing ship | 10,000 gp | 2 mph | 20 | 20 | 100 | 15 | 300 | 15 |
| Warship | 25,000 gp | 2.5 mph | 60 | 60 | 200 | 15 | 500 | 20 |
Trade Goods
Most wealth isn't in coins but in livestock, grain, land, and rights to taxes or resources (like mines or forests). Guilds, nobles, and royalty regulate trade, while chartered companies are granted rights to trade on specific routes or with certain goods. Guilds set prices and control who can offer goods and services. Merchants often trade goods without using currency. The Trade Goods table shows the value of commonly exchanged items.
| Cost | Goods |
|---|---|
| 1 cp | 1 lb. of wheat |
| 2 cp | 1 lb. of flour or one chicken |
| 5 cp | 1 lb. of salt |
| 1 sp | 1 lb. of iron or 1 sq. yd. of canvas |
| 5 sp | 1 lb. of copper or 1 sq. yd. of cotton cloth |
| 1 gp | 1 lb. of ginger or one goat |
| 2 gp | 1 lb. of cinnamon or pepper, or one sheep |
| 3 gp | 1 lb. of cloves or one pig |
| 5 gp | 1 lb. of silver or 1 sq. yd. of linen |
| 10 gp | 1 sq. yd. of silk or one cow |
| 15 gp | 1 lb. of saffron or one ox |
| 50 gp | 1 lb. of gold |
| 500 gp | 1 lb. of platinum |