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# System prepended metadata

title: proficiency mounts

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# proficiency mounts

Control Mount in Battle: In place of your own movement, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle with a DC 20 Wisdom (Mounts) check. If you fail the Mounts check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a bonus action by making a Dexterity (Mounts) skill check. If you fail the Mounts check, mounting or dismounting takes an action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.
Guide Mount with Knees: You can guide your mount with your knees so you can use both hands in combat. Make a DC 10 Dexterity  (Mounts) check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.
Mounted Leap: You can get your mount to leap obstacles as part of its movement with a DC 15 Widsom (Mounts) skill check. If the Mounts check to make the leap succeeds, make a jump check using your mount’s Athletics skill or your Mounts, whichever is lower, to see how far the creature can jump. If you fail your Mounts check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount’s movement.
Placate Beast: If you have a tasty morsel or other treat, you can silence an angry beast or convince it to leave you alone. You can attempt to influence a beast’s mood by giving the creature a day’s worth of edible food appropriate to its diet and making an DC 10 Wisdom (Mounts) check. If the check succeeds, the beast ignores you to devour the food. If you exceed the DC by 10, the target will regard you as friendly the next time it encounters you. Failure results in you provoking an opportunity attack from the creature and you cannot try again against the same target for 24 hours. This skill works only against creatures of the beast creature types.
Spur Mount: You can spur your mount to greater speed as a bonus action with a DC 15 Wisdom (Mounts) skill check. A successful Mounts check increases the mount’s speed by 10 feet for 1 round but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount.
Stay Mounted: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage with a DC 10 Dexterity (Mounts) skill check. This usage does not take an action.
Study Beast: Animals rely on relatively simple tactics and maneuvers in combat, allowing you to get a handle on their plans with a close study of their actions and bearing. You may make a Wisdom (Mounts) check against an animal as an action. The DC of this check equals the creature’s passive Deception (10 + Deception bonus). If the check succeeds, you know one of the creature’s abilities or gain either a +1 bonus on attacks or Armor Class against the creature as you learn to anticipate its actions in combat. If you fail, you cannot try again against the same creature type for 24 hours.
Use Mount as Cover: You can react instantly to drop down and hang alongside your mount, using it as cover with a DC 15 Dexterity (Mounts) skill check. You can’t attack or cast spells while using your mount as cover. If you fail your Mounts check, you don’t get the cover benefit. Using this option is a reaction, but recovering from this position is a bonus action (no check required).