その他の習熟と言語 OTHER PROFICIENCIES & LANGUAGES |
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鎧には習熟していないので注意
Armor Proficiency.
Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on 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.
(軽)Studded leather AC12, 180gp, 26lb.
(中)Hide AC12+dex max+2, 40gp, 24lb.
(中)Chain shirt AC13 + Dex modifier (max 2), 200gp, 40lb.
(中)Scale mail AC14 + Dex modifier (max 2), 200gp, 90lb. Disadvantage
(中)Breastplate AC14 + Dex modifier (max 2), 1600gp, 40lb. -
(中)Half plate AC15 + Dex modifier (max 2), 3000gp, 80lb. Disadvantage
(重)Ring mail AC14, -; 120gp, 80lb. Disadvantage
(重)Chain mail AC16, Str 13; 300gp, 110lb. Disadvantage
(重)Splint AC17, Str 15; 800gp, 120lb. Disadvantage
(重)Plate AC18, Str 15; 6000gp, 130lb. Disadvantage
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 you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. |
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| 貨幣 COINS |
| プラチナム貨(PP) |
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| 金貨(GP) |
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| エレクトラム貨(EP) |
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| 銀貨(SP) |
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| 銅貨(CP) |
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| 貨幣総重量 |
lb. |
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| 装備 EQUIPMENT |
| 装備名 | 重量 | 数量 |
鞍(軍用):20gp、30lb | | | 鞍(乗用):10gp、25lb | | | 鞍(特殊):60gp、40lb | | | | | | はみとくつわ:2gp、1lb | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 貨幣・装備総重量 | 0lb. |
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| 特徴・特性 FEATURES & TRAITS |
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【Mounted Combat】
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
<Mounting and Dismounting>
Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.
If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
<Controlling a Mount>
While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.
In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
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