Secret Lesson 23
Mounted Combat and Underwater Combat
Most combat happens with creatures standing on solid ground.
But adventures can quickly become more unusual.
You might fight:
-
from horseback
-
while riding a fantastic creature
-
while crossing a battlefield on a mount
-
beneath the surface of a lake
-
inside a flooded dungeon
-
in the open ocean
The SRD provides special combat rules for two of these situations:
MOUNTED COMBAT
and:
UNDERWATER COMBAT
These rules modify the normal systems you already know rather than replacing them entirely.
PART ONE — MOUNTED COMBAT
A mount allows one creature to ride another creature during combat.
But not every creature can serve as a mount.
The SRD gives three requirements.
The mount must be:
WILLING
AT LEAST ONE SIZE LARGER THAN THE RIDER
and:
HAVE AN APPROPRIATE ANATOMY
THE MOUNT MUST BE WILLING
You cannot automatically use any larger creature as a combat mount.
The creature must be:
WILLING TO SERVE AS THE MOUNT
under the normal mounted-combat rule.
SIZE REQUIREMENT
The mount must be:
AT LEAST ONE SIZE LARGER
than its rider.
EXAMPLE — MEDIUM RIDER
A Medium rider needs a mount of at least:
LARGE SIZE
A Medium creature is not large enough to serve as that rider's mount under the standard rule.
EXAMPLE — SMALL RIDER
A Small rider can use a:
MEDIUM OR LARGER
creature as a mount, provided the other requirements are satisfied.
APPROPRIATE ANATOMY
The creature must also physically be suitable for riding.
The SRD describes this as having:
APPROPRIATE ANATOMY
This prevents the Size rule from meaning that every larger willing creature automatically functions as a mount.
The GM applies the creature's physical form and the circumstances.
MOUNTING AND DISMOUNTING
You can mount or dismount a creature:
DURING YOUR MOVE
provided the creature is:
WITHIN 5 FEET OF YOU
MOVEMENT COST
Mounting or dismounting costs movement equal to:
HALF YOUR SPEED, ROUNDED DOWN
This is movement expenditure.
It is not normally a separate Action.
EXAMPLE — SPEED 30 FEET
Your Speed:
30 feet
Half:
15 feet
Cost to mount:
15 FEET OF MOVEMENT
If you had not moved yet:
Remaining movement from your own Speed:
15 FEET
EXAMPLE — SPEED 25 FEET
Your Speed:
25 feet
Half:
12.5
Round down.
Cost:
12 FEET OF MOVEMENT
YOU MUST BE WITHIN 5 FEET
You cannot spend half your Speed and somehow mount a creature on the opposite side of the battlefield.
The mount must be:
WITHIN 5 FEET
when you mount it.
CONTROLLED VS. INDEPENDENT MOUNTS
Once mounted, a crucial distinction appears.
A mount can effectively function as:
A CONTROLLED MOUNT
or:
AN INDEPENDENT MOUNT
These behave differently in Initiative and combat.
CONTROLLED MOUNT
You can control a mount only if it has been:
TRAINED TO ACCEPT A RIDER
The SRD gives domesticated:
-
horses
-
mules
-
similar creatures
as examples of mounts with that training.
CONTROLLED MOUNT INITIATIVE
When you mount a controlled mount:
ITS INITIATIVE CHANGES TO MATCH YOURS
This integrates the mount directly into your turn.
CONTROLLED MOUNT MOVEMENT
A controlled mount:
MOVES ON YOUR TURN AS YOU DIRECT IT
So instead of maintaining a separate normal place in Initiative, its movement is coordinated with yours.
CONTROLLED MOUNT ACTIONS
A controlled mount has only three Action options during that turn:
DASH
DISENGAGE
DODGE
WHAT A CONTROLLED MOUNT CANNOT NORMALLY DO
Under these standard controlled-mount rules, its available Action choices are limited to those three.
So it doesn't simply gain access to every Action in its stat block while controlled.
Its options are:
Dash
Disengage
Dodge
unless another specific rule changes this.
CONTROLLED MOUNT CAN ACT IMMEDIATELY
A controlled mount can:
MOVE AND ACT ON THE SAME TURN YOU MOUNT IT
This prevents mounting from forcing the creature to wait until the next round before functioning.
EXAMPLE — MOUNT AND MOVE
Your Speed:
30 feet
Horse is beside you.
You spend:
15 FEET OF YOUR MOVEMENT
to mount it.
The controlled mount can then:
MOVE ON YOUR TURN
and choose one of its permitted Actions.
DASH WITH A CONTROLLED MOUNT
If the mount takes:
DASH
it gains additional movement according to the normal Dash rules.
This can make mounted characters extremely mobile.
DISENGAGE WITH A CONTROLLED MOUNT
A controlled mount can take:
DISENGAGE
This can be particularly important when moving away from enemies.
Remember:
Disengage prevents the creature's movement from provoking Opportunity Attacks for the rest of the current turn.
DODGE WITH A CONTROLLED MOUNT
A controlled mount can instead take:
DODGE
using the standard Dodge rules.
That may be valuable when:
-
remaining in danger
-
carrying an important rider
-
expecting attacks
INDEPENDENT MOUNT
Some creatures may allow someone to ride them without obeying direct control.
The SRD describes this as an:
INDEPENDENT MOUNT
Such a mount:
RETAINS ITS OWN PLACE IN THE INITIATIVE ORDER
and:
MOVES AND ACTS AS IT LIKES
CONTROLLED VS. INDEPENDENT
| Mount Type | Initiative | Movement and Actions |
|---|---|---|
| Controlled | Changes to match rider | Rider directs movement; Actions limited to Dash, Disengage, Dodge |
| Independent | Keeps its own Initiative | Moves and acts as it chooses |
WHY THIS DISTINCTION MATTERS
Consider riding an ordinary trained horse.
You may be able to:
CONTROL IT
Now imagine riding an intelligent or powerful creature that agrees to carry you but acts according to its own decisions.
That creature can remain:
INDEPENDENT
Its turn is not simply absorbed into yours.
FALLING OFF A MOUNT
Mounted combat creates another danger:
FALLING OFF
The SRD provides a specific Saving Throw for several situations.
MOUNT MOVED AGAINST ITS WILL
If an effect is about to move your mount:
AGAINST ITS WILL
while you are riding it, you must make:
DC 10 DEXTERITY SAVING THROW
FAILED SAVE
If you fail:
YOU FALL OFF
and land with the:
PRONE CONDITION
in an:
UNOCCUPIED SPACE WITHIN 5 FEET OF THE MOUNT
EXAMPLE — MOUNT PUSHED
You are riding a horse.
A magical effect suddenly forces the horse sideways.
The mount is being moved against its will.
Make:
DC 10 DEXTERITY SAVE
Success:
you remain mounted.
Failure:
you fall off and land Prone in an unoccupied space within 5 feet.
IF YOU ARE KNOCKED PRONE WHILE MOUNTED
The SRD says you must make:
THE SAME DC 10 DEXTERITY SAVING THROW
if:
YOU ARE KNOCKED PRONE
while mounted.
IF THE MOUNT IS KNOCKED PRONE
You also make the same save if:
THE MOUNT IS KNOCKED PRONE
MOUNTED FALLING CHECK SUMMARY
Make:
DC 10 DEXTERITY SAVE
when:
-
the mount is about to be moved against its will
-
you are knocked Prone while mounted
-
the mount is knocked Prone
Failure:
FALL OFF + LAND PRONE WITHIN 5 FEET
MOUNTED COMBAT EXAMPLE
A Medium Fighter rides a trained Large horse.
The horse qualifies because it is:
-
willing
-
at least one Size larger
-
anatomically appropriate
-
trained to accept a rider
The Fighter mounts it.
The horse becomes:
CONTROLLED
Its Initiative matches the Fighter's.
On that turn, the Fighter directs the horse to move.
The horse chooses:
DISENGAGE
Then it carries the Fighter away from nearby enemies without its movement provoking Opportunity Attacks under the Disengage rule.
PART TWO — UNDERWATER COMBAT
Fighting underwater changes how many weapons function.
The SRD gives three major underwater rules:
IMPEDED MELEE WEAPONS
IMPEDED RANGED WEAPONS
FIRE RESISTANCE
UNDERWATER MOVEMENT IS NOT THE FOCUS OF THIS LESSON
Swimming movement is governed by the movement rules you learned earlier.
This section focuses specifically on:
COMBAT WHILE UNDERWATER
MELEE WEAPON ATTACKS UNDERWATER
When you make a:
MELEE ATTACK ROLL WITH A WEAPON
underwater, you normally have:
DISADVANTAGE
if you:
LACK A SWIM SPEED
IMPORTANT EXCEPTION — PIERCING WEAPONS
The Disadvantage does not apply under this rule if the weapon deals:
PIERCING DAMAGE
UNDERWATER MELEE FORMULA
If you lack a Swim Speed:
Weapon deals Piercing damage
NO DISADVANTAGE FROM THIS RULE
Weapon does not deal Piercing damage
DISADVANTAGE
EXAMPLE — SLASHING WEAPON
You are underwater.
You lack a Swim Speed.
You attack with a weapon dealing:
SLASHING DAMAGE
Result:
DISADVANTAGE
EXAMPLE — PIERCING WEAPON
You are underwater.
You lack a Swim Speed.
The melee weapon deals:
PIERCING DAMAGE
The underwater melee rule does not impose Disadvantage.
Other circumstances could still impose Advantage or Disadvantage.
SWIM SPEED REMOVES THIS GENERAL MELEE PENALTY
If you have:
A SWIM SPEED
the rule's “lacks a Swim Speed” condition is not satisfied.
Therefore, the standard underwater melee-weapon Disadvantage from this rule does not apply.
THIS RULE SPECIFICALLY SAYS “WITH A WEAPON”
Notice the wording.
The underwater rule specifically addresses:
A MELEE ATTACK ROLL WITH A WEAPON
Do not automatically extend that exact rule to every possible melee attack unless another rule says so.
RANGED WEAPON ATTACKS UNDERWATER
Ranged weapon attacks are even more restricted underwater.
The SRD divides them into:
WITHIN NORMAL RANGE
and:
BEYOND NORMAL RANGE
WITHIN NORMAL RANGE
If the target is within the weapon's:
NORMAL RANGE
the ranged weapon Attack Roll has:
DISADVANTAGE
EXAMPLE
Weapon range:
80 / 320
Target:
50 feet away
50 feet is within normal range.
Underwater result:
DISADVANTAGE
BEYOND NORMAL RANGE
If a target is beyond the weapon's:
NORMAL RANGE
the ranged attack:
AUTOMATICALLY MISSES
THIS IS DIFFERENT FROM NORMAL RANGED COMBAT
On land:
Normal range
Attack normally.
Long range
Attack with Disadvantage.
But underwater:
Within normal range
DISADVANTAGE
Beyond normal range
AUTOMATIC MISS
UNDERWATER LONG RANGE EFFECTIVELY DISAPPEARS FOR WEAPON ATTACKS
Suppose:
Range 80 / 320
Target:
100 feet away
On land:
100 is within long range.
You could attack with:
DISADVANTAGE
Underwater:
100 feet is beyond the normal 80-foot range.
Result:
AUTOMATIC MISS
under the underwater ranged weapon rule.
DON'T ROLL FOR AN AUTOMATIC MISS
If the target is beyond normal range underwater:
THE ATTACK AUTOMATICALLY MISSES
There is no need to make an Attack Roll hoping for a natural 20.
The specific underwater rule has already determined the result.
UNDERWATER RANGED COMBAT TABLE
| Target Distance | Result |
|---|---|
| Within normal range | Disadvantage |
| Beyond normal range | Automatic miss |
THIS RULE SPECIFICALLY APPLIES TO RANGED ATTACKS WITH WEAPONS
Again, the SRD wording says:
A RANGED ATTACK ROLL WITH A WEAPON
That distinction matters when later dealing with:
-
spell attacks
-
magical effects
-
special abilities
Use those specific rules rather than automatically applying weapon restrictions to everything.
FIRE DAMAGE UNDERWATER
The final underwater rule is simple but powerful.
Anything underwater has:
RESISTANCE TO FIRE DAMAGE
WHAT DOES FIRE RESISTANCE MEAN?
Resistance means the target takes:
HALF DAMAGE
from the relevant damage type after applying the normal Resistance rules.
The full Resistance system belongs to:
LESSON 26
For now:
UNDERWATER → FIRE RESISTANCE
EXAMPLE
A creature underwater would normally take:
18 Fire damage
Because it is underwater and therefore has Fire Resistance:
the damage is reduced according to the Resistance rules.
That concept will be developed fully in Lesson 26.
“ANYTHING UNDERWATER”
The SRD does not limit this rule to:
-
player characters
-
monsters
It says:
ANYTHING UNDERWATER
has Resistance to Fire damage.
So the general rule can also matter for objects and other valid targets when Fire damage is involved.
COMPLETE UNDERWATER MELEE EXAMPLE
Character:
-
no Swim Speed
-
underwater
-
uses a Slashing melee weapon
Attack modifier:
+6
Because the weapon does not deal Piercing damage:
DISADVANTAGE
Roll:
17 and 8
Use:
8
Add:
+6
Total:
14
Then compare to the target's AC.
COMPLETE PIERCING EXAMPLE
Character:
-
no Swim Speed
-
underwater
-
uses a melee weapon dealing Piercing damage
The special underwater melee rule does:
NOT IMPOSE DISADVANTAGE
Make the Attack Roll normally unless another modifier applies.
COMPLETE SWIM SPEED EXAMPLE
Creature:
-
has a Swim Speed
-
attacks underwater with a melee weapon
Because it does not:
LACK A SWIM SPEED
the standard underwater melee Disadvantage does not apply.
COMPLETE UNDERWATER RANGED EXAMPLE
Weapon range:
80 / 320
Target:
60 FEET
Because the target is within:
NORMAL RANGE
the ranged weapon attack can be made, but with:
DISADVANTAGE
SECOND RANGED EXAMPLE
Same weapon:
80 / 320
Target:
150 FEET
On land:
this would be long range.
Underwater:
150 is beyond normal range.
Result:
AUTOMATIC MISS
UNDERWATER FIRE EXAMPLE
An underwater creature is hit by an effect dealing Fire damage.
Because:
ANYTHING UNDERWATER HAS FIRE RESISTANCE
the Fire damage is reduced according to the Resistance rules.
MOUNTED COMBAT CHECKLIST
When fighting while mounted, ask:
1. DOES THE CREATURE QUALIFY AS A MOUNT?
Is it:
-
willing?
-
at least one Size larger?
-
anatomically appropriate?
2. ARE YOU CLOSE ENOUGH TO MOUNT IT?
Within:
5 FEET
3. CAN YOU PAY THE MOVEMENT COST?
HALF YOUR SPEED, ROUNDED DOWN
4. IS THE MOUNT CONTROLLED OR INDEPENDENT?
Controlled
Initiative matches yours.
Actions:
-
Dash
-
Disengage
-
Dodge
Independent
Keeps its Initiative and acts as it chooses.
5. HAS SOMETHING THREATENED YOUR SEAT?
If:
-
the mount is forcibly moved
-
you are knocked Prone
-
the mount is knocked Prone
make:
DC 10 DEXTERITY SAVE
to avoid falling off.
UNDERWATER COMBAT CHECKLIST
Ask:
1. IS THIS A MELEE WEAPON ATTACK?
If yes:
Do you have a Swim Speed?
If no, does the weapon deal Piercing damage?
If neither:
DISADVANTAGE
2. IS THIS A RANGED WEAPON ATTACK?
Target within normal range?
DISADVANTAGE
Beyond normal range?
AUTOMATIC MISS
3. IS FIRE DAMAGE INVOLVED?
Anything underwater has:
FIRE RESISTANCE
COMMON BEGINNER MISTAKES
MISTAKE 1 — USING A SAME-SIZE CREATURE AS A STANDARD MOUNT
The mount must be at least:
ONE SIZE LARGER
than the rider.
MISTAKE 2 — FORGETTING THE MOUNT MUST BE WILLING
Size alone isn't sufficient.
MISTAKE 3 — THINKING MOUNTING IS FREE MOVEMENT
Mounting or dismounting costs:
HALF YOUR SPEED, ROUNDED DOWN
MISTAKE 4 — LETTING A CONTROLLED MOUNT USE EVERY ACTION
The standard controlled mount has only:
DASH
DISENGAGE
DODGE
as its Action options.
MISTAKE 5 — GIVING AN INDEPENDENT MOUNT THE RIDER'S INITIATIVE
An independent mount:
KEEPS ITS PLACE IN INITIATIVE
MISTAKE 6 — FORGETTING THE FALLING-OFF SAVE
Several mounted disruptions call for:
DC 10 DEXTERITY SAVE
MISTAKE 7 — GIVING EVERY UNDERWATER MELEE WEAPON ATTACK DISADVANTAGE
The penalty applies when the attacker lacks a Swim Speed unless the weapon deals:
PIERCING DAMAGE
MISTAKE 8 — USING NORMAL LONG-RANGE RULES UNDERWATER
For ranged weapon attacks underwater:
BEYOND NORMAL RANGE = AUTOMATIC MISS
not merely Disadvantage.
MISTAKE 9 — FORGETTING DISADVANTAGE WITHIN NORMAL RANGE UNDERWATER
Even within normal range:
RANGED WEAPON ATTACKS HAVE DISADVANTAGE
MISTAKE 10 — FORGETTING FIRE RESISTANCE
Anything underwater has:
RESISTANCE TO FIRE DAMAGE
LESSON 23 — KEY TAKEAWAYS
A STANDARD MOUNT MUST BE
WILLING
AT LEAST ONE SIZE LARGER
ANATOMICALLY APPROPRIATE
MOUNTING OR DISMOUNTING
Creature must be within:
5 FEET
Movement cost:
HALF YOUR SPEED, ROUNDED DOWN
CONTROLLED MOUNT
Initiative changes to:
MATCH YOURS
It moves on your turn and can use only:
DASH
DISENGAGE
DODGE
INDEPENDENT MOUNT
RETAINS ITS OWN INITIATIVE
and acts as it chooses.
FALLING OFF
Common mounted disruptions require:
DC 10 DEXTERITY SAVING THROW
Failure:
FALL OFF + PRONE
in an unoccupied space within 5 feet of the mount.
UNDERWATER MELEE WEAPON ATTACK
Without a Swim Speed:
DISADVANTAGE
unless the weapon deals:
PIERCING DAMAGE
UNDERWATER RANGED WEAPON ATTACK
Within normal range:
DISADVANTAGE
Beyond normal range:
AUTOMATIC MISS
FIRE UNDERWATER
ANYTHING UNDERWATER HAS RESISTANCE TO FIRE DAMAGE
NEXT LESSON
LESSON 24 — HIT POINTS, DAMAGE ROLLS, CRITICAL HITS, AND SAVING THROWS AGAINST DAMAGE
You now know how creatures attack in ordinary, mounted, and underwater combat.
The next question is:
WHAT HAPPENS WHEN AN ATTACK OR EFFECT HURTS YOU?
In Lesson 24, we will study:
-
what Hit Points represent
-
Hit Point maximum
-
current Hit Points
-
subtracting damage
-
why losing HP normally doesn't reduce your capabilities
-
the Bloodied state
-
damage rolls
-
adding the relevant Ability Modifier to weapon damage
-
fixed damage
-
Critical Hit damage
-
doubling all relevant damage dice
-
additional damage dice such as Sneak Attack
-
damage dealt through Saving Throws
-
rolling damage once against multiple targets
-
half damage on a successful Saving Throw
This begins the Damage and Healing section of combat.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.