Киборги и Чародеи

Киборги и Чародеи

Боевой конь и шаблон warbeast-а

Warbeast template 5e

Abilities: Increase from base creature as follows: Str +3, Dex +0, Con +3, Int +0, Wis +2, Cha +0.

Speed: Same as base creature +10 feet.

Hit Dice: Same as base creature +1.

Attacks: Same as base creature (modified as appropriate for changed Challenge and Strength increase).

Damage: Same as base creature (modified as appropriate for Strength increase).

AC: Same as base creature +2

Special Traits A warbeast retains the special qualities of the base creature and gains the following special trait.

Combat trained Mount A rider on a trained warbeast mount gets a advantage on all checks to maintain control or not dropping from saddle. A trained warbeast is proficient with light, medium, and heavy armor.

Skills A warbeast receives proficiency in Athletics & Perception skills.

Saves A warbeast receives proficiency in Constitution and Wisdom Saving Throws.

Challenge: recalculate as per DMG rules

About warhorses in reality

About destrier

Destrier war horse

Destrier

Light Warhorse

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 26 (3d10 + 9)

Speed 60 ft.

STR DEX CON INT WIS CHA

16 (+3) 12 (+1) 17 (+3) 2 (-4) 12 (+1) 7 (-2)

Skills Athletics +5, Perception +3

Senses Passive Perception 13

Languages

Challenge 1/2 (100 XP)

Rider control. If rider is nearby, light warhorse has advantage on saving throws against charmed and frightened condition.

Combat trained. Light warhorse is proficient with light and medium armor. Also a rider on heavy warhorse gets a advantage on all checks to maintain control or not dropping from saddle.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Possible traits

Any light warhorse can have two of those traits.

Mobile Charge.  After galloping for 20 feet or more, this creature does not provoke attacks of opportunity when moving in or out of range of any enemy.

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Endurance. A light warhorse makes Constitution saving throw against exhausted with advantage.

Run. A light warhorse can make a Dash as bonus action.

Heavy Warhorse

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 34 (4d10 + 12)

Speed 50 ft.

STR DEX CON INT WIS CHA

18 (+4) 12 (+1) 17 (+3) 2 (-4) 12 (+1) 7 (-2)

Skills Athletics +6, Perception +3

Senses Passive Perception 13

Languages

Challenge 1 (200 XP)

Rider control. If rider is nearby, heavy warhorse has advantage on saving throws against charmed and frightened condition.

Heavy Combat Trained. Heavy warhorse is proficient with light, medium and heavy armor. Also a rider on heavy warhorse gets a advantage on all checks to maintain control or not dropping from saddle.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Possible traits

Any heavy warhorse can have three of those traits.

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Mobile Charge.  After galloping for 20 feet or more, this creature does not provoke attacks of opportunity when moving in or out of range of any enemy.

Endurance. A heavy warhorse makes Constitution saving throw against exhaustion with an advantage.

Run. A heavy warhorse can make a Dash as bonus action.

Horse Traits

Nag, broken-down, and average Biter Kicks Steps on feet Won’t gallop Chews fences Stops occasionally Rubs against fences Bucks Untrained High-spirited and chargers Bucks Bonejarring Bites Single rider Rears Headstrong Kicks Leaper Knows trick or DM choice*

Other possibilities include robust, fleet, fearless, skittish, strong stable, gentle, surefooted, etc


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