Game Elements
Combat Maneuvers[ +- ] Charge Action and Overruns
Like the Dash Action, when one takes a Charge Action the charger gains extra movement for the current turn, however, unlike the Dash Action the Charge Action has various restrictions attached to it as follows:
Caveat : First off all the restrictions below have a common exemption which is -- unless a feat, class feature, spell, etc. or combination thereof specifically allows one to do otherwise.
1) The charger must move at least 10 feet during the Charge Action to gain its benefits
2) All movement within the turn associated with the Charge Action (both any allotted movement used just prior to the Charge Action and the movement taken as part of the Charge Action) must be in a straight line, with no curving to the left or right.
3) One cannot charge through difficult terrain.
4) One cannot charge through another creature's space, even if that creature is an ally and incapacitated creatures are considered difficult terrain.
5) The charger must end their move at the closest place from where they started to where they could attack the target from or in the target's square (see below).
6) The charger provokes Attacks of Opportunity (per its rules) from anyone during its movement including the target they are charging. Further because charging is a rather reckless maneuver, anyone who makes this AoO does so with Advantage but only on their first AoO. Thus any creature that can somehow make multiple AoOs against the charger still only gains Advantage on the first one made.
Benefits : These are the benefits of making a Charge Action
1) The charger gains additional Speed equal to their current Speed, after applying any applicable modifiers, as part of their Charge Action. Thus the character can in a single Turn take a full Move and then perform another full Move as part of their Charge but all of that movement would be subject to the limitations of the Charge Action.
2) The charger gains Advantage on their first attack roll.
3) The charger can attempt to Overrun their target after their attack or instead of their attack (causing DisAdvantage to the target on the Overrun attempt) by ending their movement within the targets square (assuming they have enough movement to do so).
Overrun
A character can attempt an Overrun as part of a Charge Action. The target then chooses to either attempt to Resist the Charge (Str Save) or Side-Step the Charge (Dex Save) with a base DC of 14. The size difference of the target versus that of the charger is used as a bonus or penalty depending on who is larger and what the target is attempting. If the charger is larger than the target the DC to Resist goes up by 4 per size difference, conversely the target gains a +4 per such size difference to Side-Step. On the other hand if the charger is smaller than the target the DC to Side-Step goes up by 4 per size difference, with the target gaining a +4 per such size difference to Resist. If the target does not successfully Resist nor Side-Step then they are pushed back 5 feet and knocked prone. However if the target successfully Resists the charger ends its move just in front of the target and they are knocked prone if the target successfully Side-Steps the charger ends their move in the space just behind the target.
Weapons and Charging
Upon a successful hit with a weapon that does Piercing damage against the target of a the charge or against the charger the dice damage is doubled. This is because the momentum of the charge causes the weapon to sink deeper into its target.
Shields can be used to add their defensive bonus to either the DC for the charger and/or to Resist for the target.
Unconsciousness and Death[ +- ] Revised/Extended
.... Whenever a character reaches 0 HP or less, they take one level of exhaustion
.... Further a character can go negative HP equal to their Constitution, however, at 0 or less HP a character is at Disadvantage to Actively do anything (Saves are not included). Further each time they take damage, including the attack that put them at 0 or less they must make a Constitution save to remain conscious the DC = 10 + Negative HP.
.... If a character exceeds their Constitution in negative HP they take another level of exhaustion and are dying taking 1 HP per round until stabilized
.... If a character exceeds 4 times their Constitution in negative HP they are dead
Experience[ +- ] How It Will Work
Whenever the group deals with an obstacle this gives some amount of experience points, the group gets the adjusted XP (DMG p.82) instead of the normal amount. This is means more XP for the group if you were wondering.
Note: Dealing with an obstacle means that you take care of it in a durable way. Negotiating or bribing can sometimes work as well, if not better, than fighting. Clever solutions will of course be rewarded!
Getting around an obstacle will grant you less XP if it means that this obstacle will remain in place and that you could face it again. Sneaking past the guards will only grant you some minor XP, but bribing them would grant you the whole XP (and killing them afterward would give you none, as they were not an obstacle anymore). Further obstacles include traps, puzzles, and just about anything else that you might encounter on your adventurers
Leveling Up
....Whenever the group has gained enough XP to reach a new level, that level will be available at the end of the next long rest. Note I am doing group XP for leveling ... specific bonuses for a player that might have been rewarded in the past as an XP boost will instead be rewarded in game in some fashion based on each particular situation.
Inspiration & Characteristics[ +- ] They Actually Mean Something
We will be using a variant from the Angry GM as follows:
Every character begins [each narrative Episode] with Inspiration (1 Freebie Point plus half [round-down] from the previous Episode). This means building it up without using it is a waste and it eventually fades away so use it or lose it.
Now if you have Inspiration, you can spend it at any time to take an Inspired Action provided that action somehow ties into one of your character’s personal characteristics. If your Ideal is "I will do anything to save a person in danger," and you want to swing across a ravine on a vine to rescue someone who is about fall into the ravine and hanging by one hand, that fits. You can claim an Inspired Action.
When you take an Inspired Action, you can either gain Advantage on an ability check, attack roll, or saving throw OR you can give Advantage to someone else’s ability check, attack roll, or saving throw provided you are in a position to assist them directly in some way OR impose disadvantage on someone else’s ability check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way. Whatever it is, the Inspired Action MUST somehow connect to one of your Personal Characteristics.
So, if take that "I will do anything to save a person in danger," The character could do the aforementioned "swinging across the ravine to catch them from falling" thing. Or if they have to attempt a saving throw to avoid a collapsing ceiling, they could throw themselves at another to save them, giving them advantage on the saving throw. Or if a monster is about to attack someone standing near them, they could interpose themselves and give the monster disadvantage on the attack roll. See? Easy Peasy.
When you don’t have Inspiration, you can Claim a Setback to gain Inspiration. To Claim a Setback you must either impose disadvantage on one of your own ability checks, saving throws, or attack rolls based on one of your Personal Characteristics OR make a decision that creates a significant story setback, obstacle, or hindrance. When you want to Claim a Setback, simply ask the GM.
For example: "I’m easily distracted by shiny objects" is one of your Characteristics, so you could claim you are distracted by the giant pile of treasure. So you ask the GM "Can I Claim a Setback and take disadvantage on my saving throw against the dragon’s fire breath due to that shining pile of treasure?" Or: This guy wants to help us, but "I distrust all strangers" as one of Characteristics. So GM if I’m rude and accusatory of him can I Claim a Setback for that? And then the GM might have the stranger refuse to help or get offended or start a fight. Whatever they deem most appropriate.
After you Claim a Setback, you get Inspiration. You can then use that Inspiration to take an Inspired Action. And on and on it goes.
However if you have no pre-defined Characteristics listed then you cannot benefit from Inspiration so it is totally up to you.
Final Note: Just because you have a Characteristic does not mean you will get to keep it. If you do not play your Characteristics or even more play contrary to them you can lose them. Further if you have a Characteristic that simply does nothing for game play because it cannot possibly be brought into play then the GM should just ask you to erase it as there is no sense having a meaningless Characteristic
Fear Checks[ +- ] Skill : Intimidation in Combat
These guidelines will apply to any ability that might induce fear (or the Frightened Status) upon a target such as the Barbarian's Menacing Presence or a Dragon's Frightful Presence. Further these are not usually actually magic effects even though magic my create the manifestation of the source of the fear. The fear itself is natural.
Using this skill a character can use their Action to frighten someone with their presence. When the character does so, they choose one creature that they can sense and that can sense them and that is within 15 feet or less. This action invokes attacks of opportunity from anyone within range due to its focused nature. The target must succeed on a Wisdom or Charisma Save their choice the DC is (8 + Charisma modifier + Proficiency bonus). If the target fails they become Frightened of the character for 1 round + 1 round by which they failed the Save. On subsequent turns, the character can use their action to extend the duration of the Frightened effect.
[ +- ] Status : Frightened
• A Frightened creature has Disadvantage on Ability Checks and Attack rolls while the source of their fear is within range (15ft, 30ft, 60ft, etc...).
• A Frightened creature cannot willingly move closer to the source of its fear.
• A Frightened creature consults the Making a Fear Check Chart to determine the number dice they must roll based on the (DC - 8) of the Save they Failed (Round to Nearest : 1-2 over round down / 3-4 over round up) and then consult the Failed Fear Check Results chart to determine the final outcome.
• A Frightened creature can use an Action to repeat their saving throw at the end of each of their turns, prematurely ending the effect on itself on a success.
[ +- ] When to make a Fear Check
A fear check is generally required whenever a character finds themselves confronted with a seemingly overwhelming threat or obviously supernatural evil. Once the character realizes their situation fear will most assuredly set in. Below is a list of the most common reasons for a Fear Check.
1) Hesitant : If a character seems hesitant and uncertain about battling the creature which confronts them. Then the character needs to make a Wisdom check (DC 15) with failure meaning the character perceives the danger to be great and must make a fear check. Note players can choose to make a Fear check themselves if in a situation where they feel that their character might be subject to fear and would rather have the dice speak to the situation rather than choosing.
2) Fearful Player : If the character clearly appears convinced that the creature before them presents a great threat to their them, then the character must make a fear check.
3) Triggering an Unexpected Trap : Whenever a character triggers an unexpected trap, it has a chance of breaking their and/or the party’s nerve. The chance that any given unexpected trap will cause those who witness its effects to make a fear check is based upon the damage it inflicts. For every point of damage suffered by the target, each character who witnesses the event has a 2% chance of needing a fear check. Particularly gruesome or savage traps double this chance, while those that are especially subtle in their operation halve the chance.
4) Sudden Isolation : When a group is suddenly split up or an entire party finds itself cut off from its expected escape route, the nerve of even the bravest adventurer is tested.
5) Witnessing Something Sinister : When a character happens upon something dark and terrible, it may be more than their nerve can bear. For example : If while exploring the jungle island that looks to be their new home, the survivors of a shipwreck come upon the remains of a cannibal’s feast, they are likely to become frightened. This is especially true if the evidence indicates that the cannibals greatly outnumber the group.
6) Dark Secrets : Some mysteries and puzzle are best left unsolved and/or unknown. For from time to time, discovering some of these dark secrets can fill someone with fear and solving them can be horrific.
7) Dangerous Opponent : The opponent the character faces is a particularly powerful creature having more than twice the Hit Dice of the entire party confronting it and/or is capable of inflicting enough damage in a single round to kill the character and/or is immune to all the character’s attacks and/or is at least two size categories greater than the character.
8) Supernatural Opponent : The opponent is clearly of a supernatural origin (aka undead, golems) or the creature exudes fear or terror as part of their profile.
[ +- ] Making a Fear Check
When a character has to make a Fear check they are making Wisdom(Insight) or Charisma(Intimidation) check (a passive check can be made in some situations to speed things up) with a DC as follows :
DC.....Dice.....Description
..5.....1d6........A non-supernatural creature of 5 HD to 9 HD; a gruesome corpse.
.10....2d6........Something slightly strange (minor supernatural or Chaos creature
......................of 1 HD to 4 HD, a non-supernatural creature of 10+ HD); a sickening
......................scene, such as a dismembered or mutilated corpse.
.15....3d6........A bizarre creature (supernatural or Chaos creature of 5 HD to 9 HD or
......................a minor undead 1 HD to 4 HD); a nauseating scene of mass carnage.
.20....4d6........An undeniably supernatural creature(powerful supernatural or Chaos
......................creature of 10+ HD or an undead of 5 HD to 9 HD); grisly carnage
......................that serves some arcane and evil purpose that "man was not meant
......................to see".
.25....5d6........A unique and overwhelming horror (such as a powerful undead of 10+ HD).
.30....6d6........A creature that defies the imagination (such as a creature of pure chaos)
The following table lists adjustments applied to the die roll.
Modifier.....Condition
.+?/–?.........Wisdom Modifier
.+?/–?.........Inverted Intelligence Modifier (the greater your intelligence the more you can
......................understand and the more horrific it is).
..+4............Character possesses a spell, magical item, weapon, or bit of knowledge which
......................has already proven effective against this particular threat.
..+2............Character possesses a spell, magical item, weapon, or bit of knowledge which
......................is only believed to be effective against this threat.
..+1............Character has faced and defeated a similar threat within the last 24 hours.
..+1............Character has faced and defeated a similar threat in the past.
..–1............Character has faced and fled a similar threat within the last 24 hours.
..–1............Character has faced and fled a similar threat in the past.
..–1............Character is in close quarters.
Good Characters Only
..+3.....A relative or party member is clearly endangered.
..+2.....A friend or ally is clearly endangered
..+1.....An innocent bystander is clearly endangered.
..–1.....An innocent willing participates in the horrific scene
..–2.....A friend or ally willing participates in the horrific scene
..–3.....A relative or party member willing participates in the horrific scene
If the adjusted die roll is equal to or greater than the DC of the threat than the character resists the fear that momentarily threatened to overcome them. If this happens play resumes normally. This is not to say that the character remains utterly calm or unmoved by the things they have seen, only that they are able to cope with the horror and suffer no measurable penalty. If the die roll is less than the DC of the threat then the character has been overwhelmed by the horrors around them. When this happens, the character has succumbed to the fear and, for at least a few seconds or so, allowing their emotions to dictate their actions. For these checks, a roll of 20 always succeeds, and a roll of 1 always fails.
[ +- ] Effects of Failing a Fear Check
When a character is overcome with fear, they respond in many ways. The player should roll the appropriate number of d6’s and add any of the following modifiers that apply to the roll and then check the Failed Fear Check Results table below. The GM should feel free to adjust the outcome based on the situation at hand if they do not feel it is appropriate.
Modifier.....Condition
...+1...........Character is alone (or can’t be quickly reached by allies).
...+1...........Character is a Spell-Caster with fewer than half of their spell energy remaining.
...+1...........Character has lost more than half of their maximum hit points.
...+1...........Character has failed a fear check within the last 24 hours.
Roll.....Failed Fear Check Results
.1-2.......Uneasy : The character stares for a moment at the scene and loses their next action.
.3-4.......Queasy : The character stares in horror at the scene, loses their next action, and subtracts –2 from any rolls made for the rest of that round.
.5-6.......Scream : The character becomes "Queasy" and screams at the top of their lungs. The GM must determine the exact effects (if any) of the character’s scream. At the very least, the fear-filled character may have drawn unwanted attention to themselves and/or spoiled any chance of surprising their foes.
.7-8.......Staggered : The character stiffly staggers backwards and must make a Reflex save (DC 20) or fall down. Furthermore the character must make a Wisdom or Charisma Save (DC 15) for each item in their hands or drop it. Until the character spends an action regaining their feet, they are considered prone and thus more vulnerable to attack.
.9-10.....The Willies : The character is "Staggered" and stares in horror. The character can perform no actions but is not considered flat-footed and can react normally. They take 1d6 points of mental damage and their actions are at a –2 until they make a successful Wisdom or Charisma Save, which they may attempt as a Action at the end of their next and subsequent rounds.
11-12.....The Heebie-Jeebies : The character turns white as a sheet and suffers from "The Willies". All actions are at –2 for the remainder of the encounter regardless of when the subsequent Wisdom or Charisma Save is made.
13-14.....Shocked : In the face of such great fear, indecision overwhelms the character. They take 2d6 points of mental damage and stand paralyzed with fear for 1d4 rounds, moving only if one of their companions physically forces them to. The character takes no action to defend themselves, and are considered flat footed. In addition, any strike directed at the character gains the flank attack bonus.
15-16.....Fumble Fingers : The character is "Shocked" and so startled by what they saw that they drop everything they are holding, including weapons.
17-18.....Weak in the Knees : The character suffers from "Fumble Fingers" except they will attempt to hide before being paralyzed by their fear. At grotesque scenes, they lose their lunch and will quickly stagger away from the scene (living behind dropped items) and will not return. In combat situations the character, in order to save themselves from what they believe to be certain doom, will cower in a corner, dive under a table, or otherwise seek shelter. If the character can not find a place to hide, they must make another Wisdom or Charisma Save (DC 15). If this one is successful the character "Flees" (see below) in terror. If they fail then the character drops into a "Dead Faint" (see below). In any case, the character is completely ineffectual until they recover by making a subsequent Wisdom or Charisma Save at the same level of difficulty or the situation changes dramatically. Note : If the character has the Hide ability, then they may make use of this skill. However, the panic that grips them is so great that they suffer a –4 penalty during this hasty retreat.
19-20.....Flees : The horror of the scene proves to much and the character puts all consideration except for self-preservation aside and turns tail and runs. In most cases, they retrace the route that brought them to the location of the encounter. If this is not possible, the characters flees in a random direction (determined by the GM) which will move them always away from the object of their fear. A fleeing character takes 2d6 points of mental damage and moves at their maximum movement rate for 1 minute per point of damage taken. If the terrain over which they run is rough or treacherous, the GM may require Reflex saves to avoid falling. No fleeing character can attempt to Move Quietly, Search for traps, or otherwise act in a logical, calculating manner. If the character can not flee then they drop into a "Dead Faint" (see below). For the next month or so, the character will suffer from Aversion (see below).
21-22.....Dead Faint : The character takes 3d6 points of mental damage and is rendered unconscious. The character remains unconscious for one minute for each point of damage that they suffered minus their Constitution modifier (minimum of 1 minute).
23-24.....Minor Phobia : The character drops into a "Dead Faint" and gains a permanent Aversion (see below) that is somehow associated with the current event or environment.
25-26.....Corporeal Alteration : The character drops into a "Dead Faint", gains a permanent Aversion (see below) that is somehow associated with the current event or environment, and suffers a physical defect of some kind, such as a streak of white hair, their voice box contracts and they can only speak in a whisper, or something minor along these lines.
27-29.....Major Phobia : The character drops into a "Dead Faint" and gains a permanent Revulsion (see below) that is somehow associated with the current event or environment.
30-32.....The Shakes : The character drops into a "Dead Faint", gains a permanent Revulsion (see below) that is somehow associated with the current event or environment, and develops the shakes. From now on, under stressful situations, the character must make a Wisdom or Charisma Save with a DC 15 otherwise they temporarily lose 2 points of Dexterity for the next 1d6 hours.
33-35.....Heart Attack : The character develops "The Shakes" and their heart skips a beat. The character must make a Fortitude save (DC 15) and if successful they only suffer an additional 3d6 points of damage. Otherwise, (if they fail) the character suffers an additional 3d6 points of damage and 2 points of permanent Constitution loss. Furthermore, the character must make a second Fortitude save (DC 15) roll and if this is failed the character has a heart attack and dies unless someone else can make a Heal roll (DC 20) within the next 2d6 rounds (a healing spell must cure at least a serious wound though no actual "wound" is inflicted). If the characters Constitution falls below 3, they kick the bucket regardless of what is rolled.
..36+.....Physical and Mental Collapse : The character has a "Heart Attack" and develops a mental disorder (see below).
Mental Disorders
...–1.....Aversion : The character can not bear to go anywhere within fifty feet of that which caused their failed check or any identical situation. If the character is forced to violate these restrictions (or if they accidentally do so) they must attempt another Fear check. A successful check allows the character to remain in the presence of the horrific scene, but suffers a –4 penalty on any and all rolls while in the area. Should the character fail this secondary Fear check, the character becomes "Weak in the Knees".
....0.....Revulsion : This is a more powerful form of Aversion. In addition to the effects described above, the character is unable to stand the presence of things similar to that which horrified them. Someone forced to watch a vampire drain the life from his younger sister might find that the sight of someone’s throat slashed or even kissing someone on the neck will fill them with dread as they have flash backs to the horrific scene.
....1.....Nightmares : At first
....2.....Obsession : An obsessed
....3.....Rage : An enraged
....4.....Fascination : This in many ways
....5.....Mental Shock : Sometimes, the only
....6.....Madness : The strain proves to much for the character’s mind and the careful balance between logic and emotion, reality and imagination, has been shattered. In an attempt to recover from this the mind has chosen to retreat into an imaginary world of its own. The character should roll a d8 and check the table below :
.....1.....Depression
.....2.....Catatonia
.....3.....Delusions
.....4.....Hallucinations
.....5.....Schizophrenia
.....6.....Paranoia
.....7.....Amnesia
.....8.....Multiple Personalities
Critical Hits[ +- ] How They Now Work
When a critical hit is scored, the base weapon damage is maxed including any bonuses from masterwork or weapon material. Then roll the base weapon damage again adding in any bonuses from masterwork or weapon material and add this to the previous maximum damage. Then add in any other relevant modifiers as normal.
For example, if a critical hit was scored with a dagger masterwork +1 dagger, it would do 5+(1d4+1)+Modifiers for damage instead of just the normal 1d4+1+Modifiers. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, roll those dice twice, thus if a Rogue does 1d6 Sneak Attack damage they would do 2d6 Sneak Attack damage if they critical.
Also Criticals are open ended this means when you roll a Critical roll the d20 again and if you get another Critical roll again. Each Critical maximizes the current damage die and adds another.
Knowledge Expanded[ +- ] Arcana
Alchemy, Ancient Magics, Arcane Symbols, Constructs, Dragons, Elementals, Ethereal Plane, Inner Planes, Magical Beasts, Magical Items, Magical Traditions, Mystical Phrases, Reagents, Spells
[ +- ] History
Civilizations, Colonies, Craft or Trades, Customs, Estimate the Value of an Item, Family Trees, Forge a Document, Founding of Cities, Humanoids, Inhabitants, Heraldry, Historical Events, Kingdoms, Laws, Legends, Lineages, Migrations, Mottoes, Past Disputes, Personalities, Proper Etiquette, Royalty, Traditions, Wars
[ +- ] Nature
Aberrations, Animals, Caverns, Climate, Fae/fae, Giants, Monstrous Humanoids, Natural Cycles, Oozes, Plants & Herbs, Seasons, Spelunking, Terrain, Vermin, Weather
[ +- ] Religion
Astral Plane, Clerical Traditions, Cults and Cult Practices, Holy Symbols, Mythic History, Negative Plane, Outsiders, Outer Planes, Patrons, Positive Plane, Prayers, Religious Hierarchies, Rites, Undead
[ +- ] Knowledge Checks
Answering a Question within a Specific Area of Knowledge Has a DC of:
.......5 Common Knowledge that which is known by a majority of folk
.....10 Basic Knowledge that which is known by at least a substantial minority of folk
.....15 Uncommon Knowledge that which is known by a very few, basically rather hard to come by
.....20 Obscure Knowledge that which is known by a nearly no one, possibly forgotten by most who once knew it, possibly known only by those who do not even understand the significance of the knowledge
.....30+ Extremely Obscure Knowledge if its Known by anyone you know it
Also when making a check one does not need to state the specific area of knowledge they are trying to pull it from just make the roll without any modifiers and the GM will simply apply the modifiers to it that are appropriate to answer the question.
If you are not proficient in a specific Knowledge the best results that can be obtained with a Knowledge (Int) check is Basic Knowledge (10) or less
Equipment Adjustments[ +- ] Variant Carrying Capacity
When you using this variant, ignore the Strength column of the Armor table.
If you carry weight in excess of 5 times your Strength score, you are Encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, you are instead Heavily Encumbered, which means your speed drops by 20 feet and you have Disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Maximum Load is still 15 times your Strength score
Size vs Strength
Larger creatures can bear more weight, whereas smaller creatures can carry less.
For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift and adjust the weight of clothing and armor by a like amount
For each size category below Medium, reduce the creature's carrying capacity and the amount it can push, drag, or lift by 25% and adjust the weight of clothing and armor by a like amount thus a Tiny creature, halves (-50%) the weights
[ +- ] Healer’s Kit
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, one can expend a use of the kit to stabilize a creature that is not dead and restore 1d4 hit points, without needing to make a Wisdom (Medicine) check.
[ +- ] Saddles & Packs
...................................... Weight ...... Cost
Bit & Bridle ........................ 1lbs ........... 2gp
Fine Bit & Bridle .................. 2lbs .......... 5gp+
Riding Saddle ................... 10lbs ......... 10gp
Military Saddle .................. 30lbs ......... 20gp
Fine Riding Saddle ............. 15lbs ......... 20gp+
Fine Military Saddle ........... 35lbs ......... 30gp+
Exotic Mount Saddle .......... 40lbs ......... 60gp
Fine Exotic Mount Saddle .... 45lbs ........ 75gp+
....................... Weight ...... Cost ........ Capacity
Saddle Bags ........... 8lbs ........ 4gp ......... 15lbs x2
Saddle Packs ........ 12lbs ........ 6gp ......... 30lbs x2
Small Pack ........... 15lbs ...... 15gp ......... 90lbs x2
Large Pack ........... 25lbs ...... 30gp ....... 180lbs x2
[ +- ] Carts & Wagons
....................... Weight ...... Cost
Wheel Barrel ....... 15lbs ........ 2gp
Small Cart .......... 60lbs ........ 5gp
Basic Chariot ....... 80lbs ...... 10gp
War Chariot ....... 100lbs* .. 250gp
Large Cart ......... 200lbs ...... 15gp
Small Wagon ..... 400lbs ...... 35gp
Carriage ............ 600lbs .... 100gp
Large Wagon .... 1000lbs ...... 35gp
*Halve a War Chariots weight when calculating Capacity
Capacity and Cost Depends on Grade
............. Capacity ........... Cost
... Low :. 3 x Weight .......... 40% (rnd up)
... Mid :.. 6 x Weight ........ 100% (rnd up)
... Top :.. 9 x Weight ........ 175% (rnd up)
Feed per Day (plus grazing)
... Oxen/Camel... :.. 5 lbs
... Mule.............. : 10 lbs
... Horse............. : 20 lbs
Hours per Day Drafting
... Oxen........... : 16 hrs
... Mule/Camel.. : 12 hrs
... Horse :........ :.. 8 hrs
Pulling Capacities
Humanoids .................... 3 times their Carrying Capacity
Riding Horses/Camels ... 4 times their Carrying Capacity
Draft Horses/Mules ....... 5 times their Carrying Capacity
Oxen ............................. 7 times their Carrying Capacity
[ +- ] Mounts Adjusted
Apparently the PHB did not take into account that a quadraped per DnD5e guidelines has x1.5 Carrying Capacity here are the adjusted Carrying Capacities with all the elements factored in.
Mount ............... Cost ....... Speed ..... Capacity
Camel ................ 50 gp ........ 50 ft ........ 540 lbs
Donkey/Mule ........ 8 gp ........ 40 ft ........ 630 lbs
Elephant ........... 200 gp ........ 40 ft ..... 1,980 lbs
Horse, Draft ........ 50 gp ........ 40 ft ........ 405 lbs
Horse, Riding ...... 75 gp ........ 60 ft ........ 360 lbs
Horse, War ....... 400 gp ........ 60 ft ........ 405 lbs
Mastiff ............... 25 gp ........ 40 ft ........ 292 lbs
Oxen ................. 15 gp ........ 25 ft ........ 810 lbs
Pony .................. 30 gp ........ 40 ft ........ 337 lbs
[ +- ] Oxen
Large Beast, Unaligned
Armor Class : 10
Hit Points : 15 (2d10 + 4)
Speed : 25 ft
STR 18(+4) CON 14(+2) DEX 10(+0) INT 2(-4) WIS 10(+0) CHA 4(-3)
Senses : Passive Perception 10
Charge : If the ox moves at least 20 feet straight towards its target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Beast of Burden : The oxen is considered to be a Huge Beast for the purposes of determining its Carrying Capacity
Action : Gore -- Melee Weapon Attack +6 To Hit Reach 5ft 1 Target Hit : 7 (1d6+4) Piercing Damage