Warhorse 5e: Everything You Need To Know

The Warhorse is a formidable and loyal companion in the world of Dungeons and Dragons, including the most recent edition of the game, 5e.

Warhorse 5e: Everything You Need To Know

With its impressive speed, strength, and endurance, it’s no wonder why many adventurers choose to ride one into battle. But what exactly is a Warhorse, and how can it be used effectively in your campaigns?

In this article, we will delve into everything you need to know about the Warhorse in 5e, from its statistics and abilities to tips for incorporating it into your gameplay.

Whether you’re a new player looking to expand your knowledge or a seasoned DM seeking inspiration, this guide will provide you with all the information you need to make the most out of this powerful creature. Let’s get started.

What Is The Warhorse?

The Warhorse- a large, unaligned beast- is a powerful mount that can be used by players or NPCs alike. It is a large, strong, and intelligent horse that has been bred for battle and trained to be ridden into combat.

Warhorses are typically more expensive and difficult to obtain than regular horses, but their advantages in combat make them well worth the investment.

Warhorse Stats

  • Large beast, unaligned
  • Armor Class: 11
  • Hit Points: 19 (3d10 + 3)
  • Speed: 60 ft.
  • Strength: 18 (+4)
  • Dexterity: 12 (+1)
  • Constitution: 13 (+1)
  • Intelligence: 2 (-4)
  • Wisdom: 12 (+1)
  • Charisma: 7 (-2)
  • Skills: Perception +3
  • Senses: Passive Perception 11
  • Challenge Rating: 1/2 (100 XP)
  • Proficiency Bonus: 2

Warhorse Abilities

Trampling Charge

When the Warhorse moves at least 20 feet straight toward a creature and performs a hoof attack on the same turn, that target must succeed on a DC 14 Strength saving throw or alternatively be knocked prone.

If the target is prone, the Warhorse can perform another attack with its hooves against the enemy as a bonus action. This ability is especially useful for characters who want to knock their enemies off their feet and deal extra damage.

Hooves

The Warhorse can make a melee weapon attack with its hooves against a target within 5 feet. The attack roll is a +6 to hit, and if it hits, it deals 11 (2d6 + 4) bludgeoning damage.

Who Can Use The Warhorse?

So long as a character is not too large for the horse, players can travel with the warhorse. However, anyone who is proficient in the Animal Handling skill and has the appropriate riding equipment will find better luck when using the Warhorse as a mount.

This includes players who choose to play as a character class that grants proficiency in Animal Handling, such as the Paladin, Ranger, or Druid.

Animal Handling And The Warhorse

As mentioned, Animal Handling is a critical skill when it comes to interacting with and controlling animals as effectively as possible, including the Warhorse. Here are some details about Animal Handling and its application to Warhorses.

  • Animal Handling is a Wisdom-based skill that characters can use to calm or train animals, or to get them to perform specific tasks.
  • When attempting to handle or control a Warhorse, a character can make an Animal Handling check to determine how successful their efforts are.
  • A successful Animal Handling check can allow a character to do things like calm a spooked Warhorse, lead a Warhorse through difficult terrain or obstacles, or convince a Warhorse to take a specific action.
  • Failure on an Animal Handling check can result in the Warhorse becoming agitated, uncooperative, or even hostile.
  • Characters who have proficiency in Animal Handling can add their proficiency bonus to their Animal Handling checks when dealing with Warhorses or other animals.

Animal Handling is an important skill for characters who work with or ride Warhorses. A successful Animal Handling check can allow a character to control or influence the Warhorse, while failure can result in unpredictable or dangerous behavior.

With good training and a skilled handler, a Warhorse can become a valuable asset in combat and other situations.

The Mounted Combatant Feat And The Warhorse

The Mounted Combatant feat is a powerful option for characters who use mounts in combat, such as those who ride Warhorses. Here are the details of the Mounted Combatant feat:

  • You will need proficiency in riding a mount as a prerequisite to gain this feat.
  • If an unmounted creature is smaller than the mount you are riding, you will gain an  advantage on melee attack rolls against them.
  • You can force an attack targeted at your mount to target you instead if you are within 5 feet of your mount and the attack is against your mount.
  • If your mount takes on an effect that can let it access a Dexterity saving throw- one that is supposed to make it take half damage-, it will instead take no damage if it succeeds.
  • If your mount is knocked prone, you can use your reaction to dismount it and land on your feet. You take no falling damage.
  • You can also use your action to command your mount to disengage, allowing it to move away from danger without provoking opportunity attacks.

The Mounted Combatant feat is a valuable option for characters who use mounts in combat, such as those who ride Warhorses. It can help protect both the character and the mount, as well as provide advantages in combat against smaller enemies.

Warhorse Price

The Player’s Handbook lists the price of a Warhorse as 400 gold pieces. This price assumes that the Warhorse is a well-bred and trained animal suitable for riding into battle.

It’s worth noting that the price listed in the Player’s Handbook is a starting point, and the actual price of a Warhorse may vary depending on factors such as availability, location, and the temperament and training of the horse.

Ultimately, the price of a Warhorse in D&D 5e is up to the DM to decide, based on the specific circumstances of the campaign and the availability of Warhorses in the setting.

Warhorse Capacity

Warhorse Capacity

The carrying capacity of a Warhorse is determined by its Strength score. A Warhorse has a Strength score of 18, which means that it can carry up to 540 pounds of gear, including the weight of its rider.

This assumes that the Warhorse is well-fed, rested, and not encumbered by armor or other equipment that could reduce its carrying capacity.

It’s worth noting that while a Warhorse can carry a significant amount of weight, there are still limits to what it can handle. Overloading a Warhorse can cause it to become fatigued or even injured, and it may refuse to continue carrying its rider or gear if it is pushed beyond its limits.

Warhorse Barding

Barding is armor designed specifically for horses, including Warhorses. Barding can provide extra protection for the horse and its rider in combat, and it can also make the horse more imposing and impressive in appearance.

The cost and stats for barding in D&D 5e are determined by the type of armor it provides, which is typically based on the same categories as human armor (such as padded, leather, or plate).

The weight of the barding varies based on the type of armor, but it is generally heavier than human armor due to the larger size of the horse. Here are some factors to remember when it comes to using barding for Warhorses in D&D 5e.

  • Barding must be sized to fit the horse it is intended for, and it is usually sold by the same merchants who sell other horse gear and equipment.
  • The cost of barding depends on the type of armor used, with the stronger armor being more expensive.
  • Barding adds weight to the Warhorse, which can affect its speed and carrying capacity. The weight of the barding depends on the type of armor used.
  • Wearing barding can affect a Warhorse’s ability to move quietly and remain undetected. A Warhorse wearing barding has a disadvantage on Dexterity (Stealth) checks.
  • Some types of barding have Strength requirements that must be met in order to wear them.
  • Armored Warhorses have an increased Armor Class due to the added protection of the barding. The Armor Class varies based on the type of barding used, but it generally ranges from 12 to 18.

An armored Warhorse can be a valuable asset in combat, providing additional protection to both the horse and its rider. However, the cost, weight, and other factors should be considered before deciding whether to outfit a Warhorse with barding.

Applications Of The Warhorse

Warhorses can be used for a variety of applications, both in and out of combat. Let’s take a look at a few examples.

Mount In Combat

Warhorses can be ridden, providing extra mobility and speed in combat. A mounted character can use their mount’s movement speed to move around the battlefield and make attacks from horseback.

Transportation

Warhorses can be used to carry characters and their gear over long distances. They are faster than walking and can carry more weight, making them a popular choice for overland travel.

Messenger Service

Warhorses can be trained to carry messages between locations, making them a useful tool for communication and delivering important information quickly.

Labor

Warhorses can be trained to pull carts or wagons, providing extra hauling capacity for large loads.

Sport

Some campaigns may include horse racing or other equestrian competitions as part of their world-building, providing an opportunity for characters to engage in non-combat activities.

The uses for Warhorses in D&D 5e are limited only by the imagination of the players and DM. With their speed, strength, and intelligence, Warhorses can be versatile and valuable assets for characters both in and out of combat.

Warhorses In Dungeons

Warhorses may not be the most practical option due to the confined spaces and lack of open areas for riding. However, there are still some ways that Warhorses can be used in a dungeon setting:

Combat

If the dungeon has open areas or large rooms, Warhorses can be used as mounts in combat to provide extra mobility and speed for the characters. They can also charge enemies, and trample foes.

Transportation

Warhorses can be used to transport characters and gear through larger corridors or tunnels. They can also be used to pull carts or wagons through the dungeon.

Intimidation

The presence of Warhorses can be intimidating to certain creatures, such as goblins or kobolds. They may be less likely to attack or more willing to negotiate if faced with a group of characters riding Warhorses.

Escape

In some cases, characters may need to make a quick getaway from a dangerous situation in the dungeon. Warhorses can provide a fast means of escape, either by riding them out of the dungeon or by using them to break through obstacles or enemies.

Warhorse Variants

There are several variants of warhorses that can be found in the various sourcebooks and supplements. Here are a few examples.

Light Warhorse

The Light Warhorse is a variant of the standard Warhorse that is smaller and lighter, making it more agile and faster. It is a commonly used mount for adventurers who need a reliable and fast means of transportation. The Light Warhorse has the following statistics:

  • Large beast, unaligned
  • Armor Class: 14
  • Hit Points: 22 (3d8+9)
  • Speed: 60 ft.
  • Strength: 16
  • Dexterity: 13
  • Constitution: 17
  • Intelligence: 2
  • Wisdom: 13
  • Charisma: 6
  • Listen: +4
  • Spot: +4
  • Senses: Passive Perception 10
  • Challenge Rating: 1/4 (50 XP)

The Light Warhorse can be trained for riding or for combat. A trained riding Light Warhorse can carry up to 690 pounds, including the weight of the rider and any gear.

A light load for a light warehouse is up to 230 pounds, a medium load is between 231 and 460 pounds, and a heavy load ranges from 461 up to that aforementioned 690 pounds. It can also drag up to 3,450 pounds.

A combat Light Warhorse whose rider has passed the Ride check can be trained to perform various maneuvers, such as trampling enemies, charging, or making a quick escape.

In combat, the Light Warhorse can make a hoof attack that deals 1d4+3 bludgeoning damage if trained for war.

It has an advantage on saving throws against being frightened, and it can make a DC 10 Dexterity saving throw to avoid falling prone when it moves more than half its speed on difficult terrain.

The Light Warhorse is a versatile and useful mount that can be used for a variety of purposes, from transportation to combat. Its speed and agility make it a good choice for adventurers who need to move quickly and efficiently.

Medium Warhorse

Medium Warhorse

The standard Warhorse is considered a Medium creature. Here are some details about the Medium Warhorse in D&D 5e. The Medium Warhorse has the following statistics:

  • Large beast, unaligned
  • Armor Class: 10
  • Hit Points: 19 (3d10 + 3)
  • Speed: 60 ft.
  • Strength: 18 (+4)
  • Dexterity: 12 (+1)
  • Constitution: 13 (+1)
  • Intelligence: 2 (-4)
  • Wisdom: 12 (+1)
  • Charisma: 7 (-2)
  • Perception: +3
  • Senses: Passive Perception 11

In terms of size, medium creatures typically stand between 4 and 8 feet tall and weigh between 60 and 500 pounds. Warhorses fall into this category, with an average height of around 5 to 6 feet and a weight of 1,000 to 1,500 pounds.

A Medium Warhorse can be used for a variety of purposes in a D&D 5e campaign, including combat, transportation, and role-playing.

They can carry riders and gear, charge into battle, and provide an intimidating presence to enemies. Additionally, they can be used to pull carts, wagons, or other vehicles.

Heavy Warhorse

The Heavy Warhorse is a larger and stronger variant of the standard Warhorse, designed for combat and heavy loads. It is a powerful mount that can carry a heavily armed and armored rider into battle.

In Dungeons & Dragons 5th Edition, the Heavy Warhorse has the following statistics (basically the same as the Medium Warhorse):

  • Large beast, unaligned
  • Armor Class: 11
  • Hit Points: 19 (3d10 + 3)
  • Speed: 60 ft.
  • Strength: 18
  • Dexterity: 12
  • Constitution: 13
  • Intelligence: 2
  • Wisdom: 11
  • Charisma: 7
  • Skills: Perception +3
  • Senses: Passive Perception 11
  • Challenge Rating: 1/2 (100 XP)
  • Proficiency Bonus: 2
  • Challenge Rating: 1/2 (100 XP)

The Heavy Warhorse can be trained for riding or for combat. A trained riding Heavy Warhorse can carry up to 540 pounds, including the weight of the rider and any gear.

A trained combat Heavy Warhorse can be trained to perform various maneuvers, such as trampling enemies, charging, or making a quick escape.

In combat, the Heavy Warhorse can make a hoof attack that deals 2d6+4 bludgeoning damage.

It has an advantage on saving throws against being frightened, and it can make a DC 10 Dexterity saving throw to avoid falling prone when it moves more than half its speed on difficult terrain.

The Heavy Warhorse is a formidable mount that is well-suited for combat and heavy loads. Its high strength and durability make it a good choice for heavily armored and armed riders who need a reliable and powerful mount.

Nightmare

The Nightmare is a terrifying and demonic variant of the Warhorse that is shrouded in flames and can breathe fire. It is a fearsome mount that is often associated with dark and evil creatures. In Dungeons & Dragons 5th Edition, the Nightmare has the following statistics:

  • Large fiend, neutral evil
  • Armor Class: 13 (natural armor)
  • Hit Points: 68 (8d10 + 24)
  • Speed: 60 ft., fly 90 ft.
  • Strength: 18 (+4)
  • Dexterity: 15 (+2)
  • Constitution: 16 (+3)
  • Intelligence: 10 (+0)
  • Wisdom: 13 (+1) 
  • Charisma: 15 (+2)
  • Perception: +3
  • Senses: Passive Perception 11, Darkvision 60 ft.
  • Languages: Understands Common and Infernal, but can’t speak
  • Challenge Rating: 3 (700 XP)
  • Proficiency Bonus: +2

The Nightmare is immune to fire damage and can grant this same fire resistance to anyone riding it.  It has the Fiery Teleportation ability, which allows it to teleport up to 60 feet to an unoccupied space that it can see when it is in dim light or darkness.

When it does so, it leaves behind a burst of fire that deals 10 (3d6) fire damage to each creature within 10 feet of the space it left. In combat, the Nightmare can make two attacks: one with its hooves and one with the Ethereal Stride move.

Its hooves deal 2d6+4 bludgeoning damage, and Ethereal Stride allows the nightmare and up to three other willing creatures within five feet to enter the Ethereal Plane from the Material Plane and vice versa. 

Overall, Nightmare is a powerful and deadly mount that is well-suited for evil and demonic characters. Its ability to fly and teleport, combined with its powerful attacks and fire immunity, make it a formidable opponent in combat.

However, its demonic nature and association with evil may make it difficult to acquire and use in some campaigns.

Warhorse Skeleton

The Warhorse Skeleton is an undead variant of the Warhorse that is created through dark magic. It is a skeletal mount that can be ridden by undead creatures or necromancers. The Warhorse Skeleton has the following statistics:

  • Large undead, lawful evil
  • Armor Class: 13 (barding scraps)
  • Hit Points: 22 (3d10 + 6)
  • Speed: 60 ft.
  • Strength: 18 (+4)
  • Dexterity: 12 (+1)
  • Constitution: 15 (+2)
  • Intelligence: 2 (-4)
  • Wisdom: 8 (-1) 
  • Charisma: 5 (-3)
  • Damage Immunities: Poison
  • Damage Vulnerabilities: Bludgeoning
  • Condition Immunities: Poisoned, Exhaustion 
  • Senses: Passive Perception 9, Darkvision 60 ft. 
  • Challenge Rating: 1/2 (100 XP)
  • Proficiency Bonus: +2

The Warhorse Skeleton is immune to poison damage and immune to both the exhausted and poisoned conditions. It is also immune to any effects that require a Constitution saving throw (except for those that also work on objects).

In combat, the Warhorse Skeleton can make a hoof attack that deals 2d6+4 bludgeoning damage. 

The Warhorse Skeleton is a useful mount for undead characters or necromancers who can control it. Its immunity to poison damage and ability to potentially survive fatal damage make it a durable and reliable mount in combat. 

However, it is important to note that using undead creatures may have moral implications and could impact the campaign’s storyline.

Warhorse Zombie

The Warhorse Zombie is another undead variant of the Warhorse that is created through dark magic or necromancy. It is a zombie mount that can be ridden by undead creatures or necromancers. The Warhorse Zombie has the following statistics:

  • Large undead, neutral evil
  • Armor Class: 11
  • Hit Points: 19 (3d10 + 3)
  • Speed: 60 ft.
  • Strength: 18 (+4)
  • Dexterity: 12 (+1)
  • Constitution: 13 (+1)
  • Intelligence: 2 (-4)
  • Wisdom: 12 (+1) 
  • Charisma: 7 (-2)
  • Damage Immunities: Poison
  • Condition Immunities: Exhaustion, Poisoned
  • Senses: Passive Perception 11, Darkvision 60 ft. 
  • Challenge Rating: 1/2 (100 XP)

The Warhorse Zombie is immune to poison damage and immune to the exhausted and poisoned conditions. In combat, the Warhorse Zombie can perform a trampling charge hoof attack that deals 2d6+4 bludgeoning damage.

It also has the Undead Fortitude ability, which allows it to potentially survive fatal damage. If the Warhorse Zombie takes damage that would reduce it to 0 hit points, it can make a Constitution saving throw (DC 5 + the damage taken). On a success, it drops to 1 hit point instead.

The Warhorse Zombie has the Undead Nature trait, which means it doesn’t require air, food, drink, or sleep. It is also immune to effects that require a living creature, such as diseases or poisons.

The Warhorse Zombie is a useful mount for undead characters or necromancers who can control it. Its immunity to poison damage and ability to potentially survive fatal damage make it a durable and reliable mount in combat. 

Much like the Warhorse Skeleton, the Warhorse Zombie is undead, and so it’s important to remember that using undead creatures may have moral implications.

Pegasus

Pegasus

The Pegasus is a majestic-winged horse that is often associated with divine or celestial beings in mythology and fantasy literature. In Dungeons & Dragons 5th Edition, the Pegasus is a magical creature that can serve as a loyal mount for worthy characters.

Here are the statistics for a Pegasus mount in D&D 5e:

  • Large celestial, chaotic good
  • Armor Class: 12
  • Hit Points: 59 (7d10 + 21)
  • Speed: 60 ft., fly 90 ft.
  • Strength: 18 (+4)
  • Dexterity: 15 (+2)
  • Constitution: 16 (+3)
  • Intelligence: 10 (+0)
  • Wisdom: 15 (+2) 
  • Charisma: 13 (+1)
  • Perception: +6
  • Damage Resistances: Radiant
  • Senses: Passive Perception 16
  • Saving Throws: Dex +4, Wis +4, Cha +3
  • Languages: Understands Celestial, Elven, Common, and Sylvan, but can’t speak
  • Challenge Rating: 2 (450 XP)
  • Proficiency Bonus: +2

The Pegasus is a fast and agile mount, with a flying speed of 90 ft. and a regular speed of 60 ft. It can also hover in place while flying. Additionally, the Pegasus can use its hooves to attack while flying, making it a formidable aerial combatant.

Its hooves attack deals 2d6+4 bludgeoning damage. The Pegasus is a celestial creature, which means it has some innate magical abilities.

For example, it has the Magic Resistance trait, which gives it an advantage on saving throws against spells and other magical effects. It is also resistant to radiant damage.

The Pegasus is a loyal and intelligent creature, and it can bond with a worthy character who treats it well. It can sense the alignment of a creature within 60 feet of it, as well as sense whether a creature is good or evil.

It will generally only bond with a good-aligned creature, but it may make an exception for a neutral character who shows kindness and respect.

This horse is a powerful and versatile mount that can provide aerial mobility and combat capabilities to its rider. However, it is a rare and magical creature, so obtaining a Pegasus as a mount may require a significant quest or story arc.

Unicorn

The Unicorn is a magical creature that is often associated with purity, healing, and goodness in mythology and fantasy literature. In DnD, the Unicorn is a powerful and rare mount that can provide a range of benefits to its rider. Here are the statistics for a Unicorn mount in D&D 5e:

  • Large celestial, lawful good
  • Armor Class: 12
  • Hit Points: 67 (9d10 + 18)
  • Speed: 50 ft.
  • Strength: 18 (+4)
  • Dexterity: 14 (+2)
  • Constitution: 15 (+2)
  • Intelligence: 11 (+0)
  • Wisdom: 17 (+3) 
  • Charisma: 16 (+3)
  • Proficiency Bonus: +3
  • Damage Resistances: radiant
  • Condition Immunities: Poisoned, Paralyzed, Charmed
  • Senses: Passive Perception 13, Darkvision 60 ft., 
  • Languages: understands Celestial, Telepathy, and Sylvan, but can’t speak
  • Challenge Rating: 5 (1,800 XP)

The Unicorn is a fast and agile mount, with a regular speed of 50 ft. It is also a celestial creature, which means it has some innate magical abilities.

For example, it has the Magic Resistance trait, which gives it an advantage on saving throws when it comes to magic spells and other magical effects. It is also resistant to radiant damage.

The Unicorn has several other abilities that make it a valuable mount. For example, it has the Healing Touch ability, which allows it to use its action to touch a creature and restore 11 (2d8 + 2) hit points to it. It can use this ability once per day, and it can use it on itself. 

Additionally, the Unicorn has the Trample ability, which allows it to make a hooves attack against a target within 5 feet of it after it moves at least 20 feet straight toward the target. This attack deals 2d8+4 bludgeoning damage and can knock the target prone.

This mount also has an alternate melee weapon attack via its horn, which has a five-foot reach on one target and deals +7 damage when it hits, as well as 8 (1d8+4) piercing damage. 

It has three legendary actions: its hooves attack, its ability to heal itself, and a shimmering shield, wherein the unicorn creates a magical force field around itself or any other creature it can see within 60 feet.

The Unicorn is also immune to several conditions, including charmed, frightened, paralyzed, and poisoned. This makes it a reliable mount in combat situations where these conditions might be used against it.

The Unicorn is a powerful and versatile mount that can provide a range of benefits to its rider, including healing, combat capabilities, and resistance to conditions and damage, though it’s not going to be an easy feat to obtain a majestic and powerful creature such as this!

Warpony

A Warpony is a type of pony that has been trained for combat and can serve as a reliable mount for small-sized creatures such as halflings and gnomes. Here are the statistics for a War Pony mount in D&D 5e:

  • Medium beast, unaligned
  • Armor Class: 13
  • Hit Points: 13 (2d8 + 4)
  • Speed: 40 ft.
  • Strength: 15
  • Dexterity: 13
  • Constitution: 14
  • Intelligence:
  • Wisdom: 11
  • Charisma: 4
  • Listen: +5
  • Spot: +5
  • Skills: Athletics +3
  • Senses: Passive Perception 10
  • Challenge Rating: 1/8 (25 XP)

The War Pony is a small and nimble mount, with a regular speed of 40 ft. It has a decent Dexterity score and is proficient in the Athletics skill, which makes it good at jumping and maneuvering in combat situations.

It can also make a hooves attack against a target within 5 feet of it, dealing 1d4+1 bludgeoning damage. The War Pony is unaligned, which means it has no particular allegiance or disposition toward good or evil.

However, it can be trained to follow the commands of its owner and to fight in combat alongside them.

The War Pony is particularly well-suited for small-sized creatures such as halflings and gnomes, who might have difficulty riding larger mounts such as horses or ponies. It can carry up to 300 pounds, which is enough for a small-sized rider and some gear.

A light load for this pony can go up to 100 pounds, while a medium load weighs from 101 pounds to 200 pounds and a heavy load ranges from 201 to 300 pounds. They can also drag a fair 1,500 pounds, which isn’t bad for their size!

The War Pony is relatively inexpensive and easy to obtain, making it a popular choice for adventurers who are just starting out. When it comes to using this mount, the War Pony is reliable and versatile that can provide mobility and combat capabilities to small-sized creatures.

While it may not be as powerful or magical as other mounts such as the Pegasus or Unicorn, it can still be a valuable asset to a party of adventurers.

Final Thoughts

So there you have everything that you need to know about strong and sturdy Warhorse in Dungeons & Dragons 5th Edition! The Warhorse is an iconic creature in Dungeons & Dragons that has been a staple of the game since its earliest days.

In addition to being a powerful and versatile mount, the Warhorse can also provide a rich role-playing experience. Players can develop strong bonds with their Warhorses and use them to add depth and complexity to their characters.

From combat to transportation, a well-trained Warhorse can be an invaluable tool for adventurers. With its impressive speed, strength, and resilience, a Warhorse can help players overcome even the toughest challenges.

The Warhorse has a fair amount of unique abilities, traits, and stats that can allow the beast to become a formidable ally in combat, as well as a trusty mount for transportation, and an essential part of any party’s strategy.

Not only that, but the various subtypes of Warhorses, including the Pegasus, Nightmare, and Unicorn, offer even more possibilities for role-playing and adventure.

Whether you are charging into battle or pulling a wagon across the countryside, the Warhorse is an essential part of any D&D 5e campaign that adds both realism and excitement to the game.

Sonnie Wills
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