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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.

  • 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.

  • 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.

  • 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.

  • 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 InspectionsGrants you a 1D6 bonus to Investigation and Perception checks to find clues and hidden information on vehicles
Vehicle HandlingWhile piloting a vehicle you add your Proficiency Bonus to the vehicle’s AC and saving throws
ActivitiesNavigate 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
Camel50 gp50 ft.480 lb.
Donkey or mule8 gp40 ft.420 lb.
Elephant200 gp40 ft.1,320 lb.
Horse, draft50 gp40 ft.540 lb.
Horse, riding75 gp60 ft.480 lb.
Mastiff25 gp40 ft.195 lb.
Pony30 gp40 ft.225 lb.
Warhorse400 gp60 ft.540 lb.

Tack, Harness, and Drawn Vehicles

Item Cost Weight
Bardingx4x2
Bit and bridle2 gp1 lb.
Carriage100 gp600 lb.
Cart15 gp200 lb.
Chariot250 gp100 lb.
Feed (per day)5 cp10 lb.
Saddle Exotic Military Riding60 gp 20 gp 10 gp40 lb 30 lb 25 lb
Pack5 gp15 lb.
Saddlebags4 gp8 lb.
Sled20 gp300 lb.
Stabling (per day)5 sp
Wagon35 gp400 lb.

Airborne and Waterborne Vehicles

  • 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).

  • 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.

  • 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
Airship40,000 gp8 mph1020113300
Galley30,000 gp4 mph801501550020
Keelboat3,000 gp1 mph16.51510010
Longship10,000 gp3 mph40150101530015
Rowboat50 gp1.5 mph131150
Sailing ship10,000 gp2 mph20201001530015
Warship25,000 gp2.5 mph60602001550020

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 cp1 lb. of wheat
2 cp1 lb. of flour or one chicken
5 cp1 lb. of salt
1 sp1 lb. of iron or 1 sq. yd. of canvas
5 sp1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp1 lb. of ginger or one goat
2 gp1 lb. of cinnamon or pepper, or one sheep
3 gp1 lb. of cloves or one pig
5 gp1 lb. of silver or 1 sq. yd. of linen
10 gp1 sq. yd. of silk or one cow
15 gp1 lb. of saffron or one ox
50 gp1 lb. of gold
500 gp1 lb. of platinum