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Hoof & Rein

A rider is only as good as the horse beneath them. This system creates more than a stat block — it creates a companion. Your mount has a history, strengths, weaknesses, and quirks. It might be spirited and fast, or it might bite at strangers. Maybe it's unbreakable in battle, or maybe it just refuses to move faster than a canter. Every roll shapes its personality, making each mount part of the journey.

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Using This System

This system provides a structured approach to generating unique horses through a series of rollable tables. Each table feeds into the next, ensuring logical and engaging results without unnecessary complexity.

Players: If you are purchasing or acquiring a horse, your GM may either roll randomly or allow you to roll using this system. If a horse is part of your starting equipment, the GM may adjust the results to fit your background. Horses with rare traits or exceptional abilities may come at a premium price, or with attached narrative consequences.

Game Masters: Use this system to generate horses in advance or on the fly. For stables, auctions, or breeders, roll multiple horses and let players choose between them. If a mount has particularly rare or valuable traits, consider tying it to a quest, noble house, or infamous rider. Adjust or reroll as needed to fit your setting and campaign tone.

A Primer on Horses

Stallions, Mares, and Geldings

Stallions are uncastrated male horses. Powerful and aggressive, stallions require experienced handling. They are the natural choice for warhorses because their strength and drive make them suited for combat. However, they can be unpredictable, especially around other horses.

Mares are female horses. They tend to be more even-tempered than stallions, but they can be just as stubborn. They are reliable mounts for travel, work, and riding, making up the bulk of horses used by merchants, messengers, and everyday riders. However, mares are rarely chosen for war.

Geldings are castrated male horses. They are calmer, steadier, and easier to train than stallions, making them ideal for everyday use. Most common riding horses are geldings because they are predictable and safe for less experienced riders. However, geldings are never warhorses. The same process that makes them manageable also removes the aggression and drive needed for combat.

This is why warhorses are always stallions in this system. While mares and geldings may be trained for riding, labor, or even racing, war demands something more — a warhorse must have fire and ferocity, traits that only stallions maintain.


Horse Gender

d12 Gender Mount Type Colors Age
1–4 Gelding Roll on Horse Type, Other Roll on Horse Appearance Roll on Horse Age, Gelding
5–8 Mare Roll on Horse Type, Other Roll on Horse Appearance Roll on Horse Age, Female
9–12 Stallion Roll on Horse Type, Male Roll on Horse Appearance Roll on Horse Age, Male

Horse Types

Donkey or Mule. Donkeys are small, sure-footed, and durable, often used for short-range hauling or travel through tight or unstable terrain. They are slow but steady, with a calm temperament. Mules, bred from a male donkey and female horse, are larger and stronger. They combine the endurance of a donkey with the size and gait of a horse. Recommended to use official published stat block.

Draft Horse. Draft horses are large, muscular, and bred for heavy labor. While not as fast as other horses, they are unmatched in sheer strength and endurance. They can carry heavy loads, pull wagons, and even serve as mounts for larger riders. However, they lack the agility of lighter breeds and are not suited for fast-paced combat. See included stat block.

Pony. Ponies are smaller than full-sized horses but are often just as strong relative to their size. While ponies can be excellent mounts for smaller riders, they sometimes have stubborn personalities that make them challenging to handle. Recommended to use official published stat block.

Riding Horse. Riding horses are the most common type of horse used for travel. They are bred for speed, endurance, and reliability, making them a preferred choice for merchants, travelers, and messengers. While they lack the strength of draft horses or the aggression of warhorses, they are well-rounded, dependable mounts. Recommended to use official published stat block.

War Horse, Light. A light war horse is trained for combat but remains faster and more maneuverable than heavier warhorses. These mounts are well-suited for skirmishers, scouts, and archers who need to remain mobile in battle. See included stat block.

War Horse, Medium. A medium war horse strikes a balance between speed and strength. These horses are trained for battle, capable of charging through enemy lines while still maintaining some mobility. Knights and cavalry often rely on these well-bred warhorses. See included stat block.

War Horse, Heavy. The largest and most powerful warhorse, bred for battle and capable of carrying a heavily armored rider into the thick of combat. These horses are fearless, aggressive, and bred to trample enemies underfoot. While they are slower than lighter breeds, they are unmatched in raw power. See included stat block.

Wild Horse. A wild horse is untrained, unpredictable, and wary of people. These horses must be broken before they can be ridden, and even then, they may resist commands or bolt under stress. While some wild horses have impressive stamina and spirit, their untrained nature makes them a risky choice for anyone who needs a reliable mount. See included stat block.


Horse Age, Gelding

1d8 Age Category Years Old Next Table
1–2 Gelding Colt 2d2 Horse Traits, Young
3–6 Gelding 2d8+2 Horse Traits, Adult
7 Aged 8d4 Horse Traits, Old
8 Crowbait 10d4 Horse Traits, Old

Horse Age

Horse Age, Male

1d8 Age Category Years Old Next Table
1 Foal >1 Horse Traits, Young
2 Colt 1d3+1 Horse Traits, Young
3–4 Stud 3d6+2 Horse Traits, Adult
5–6 Stallion 3d6 Horse Traits, Adult
7 Aged 8d4 Horse Traits, Old
8 Crowbait 10d4 Horse Traits, Old

Horse Appearance

Horse appearance is a combination of base coat color, dilution genes, and patterns. While some horses are solid-colored, many have a wide variety of natural variations from color tones to markings.

d20 Horse Appearance Next Table
1 Jet Black
2 Fading Black
3 Seal Brown
4 Brown
5–6 Bay Rolls on Bay Subtable
7–8 Chestnut Rolls on Chestnut Subtable
9–10 Gray Rolls on Gray Subtable
11–12 Dun Dilute Rolls on Dun Dilute Subtable
13–14 Cream Dilute Rolls on Cream Dilute Subtable
15–16 Champagne Dilute Rolls on Champagne Dilute Subtable
17–18 Silver Dilute Rolls on Silver Dilute Subtable
19 Dilute Combination Rolls on Dilute Combination Subtable
20 Horse Patterns Rolls on Horse Patterns Table

Jet Black — A deep, glossy black coat without any fading or highlights. Rare and striking.

Fading Black — Appears black in winter but fades to brown or rusty tones in the sun. Often mistaken for brown horses.

Seal Brown — Nearly black with subtle reddish or mahogany highlights, especially around the flanks and muzzle.

Brown — A solid brown coat, typically uniform with no black points. Common among working horses.

Bay — Bay horses have a reddish-brown coat with black points (mane, tail, legs). Variants range from pale copper to deep mahogany.

Chestnut — Chestnut horses have reddish coats with no black points. Color ranges from pale sorrel to deep liver. Mane and tail usually match or are lighter.

Gray — Gray horses lighten with age. Coats may begin dark and slowly become white or silver. Includes dapple, iron, and fleabitten variants.

Dun Dilute — Duns have a diluted coat color with a distinct dorsal stripe, leg barring, and primitive markings. Usually dusty or muted in tone.

Cream Dilute — Cream dilution creates palominos, buckskins, and other light golden coats. Often results in blue or hazel eyes.

Champagne Dilute — Creates soft gold, amber, or pinkish coats with freckled skin and light eyes. Foals are born bright and darken with age.

Silver Dilute — Primarily affects black pigment, lightening manes and tails to silver or white. Rare and mostly seen in darker base coats.

Dilute Combination — A mix of multiple dilution genes. Produces rare and complex coat colors with layered effects like cream over dun or silver over grulla.

Horse Patterns — Overlays of color or markings that appear on top of base coats. Basic Patterns are natural variations that subtly alter a horse's coat. Pinto Patterns are large, irregular patches of white over a base coat. Appaloosa Patterns involve mottling, spots, and blankets of color, typically centered on the hindquarters. Other Markings include rare or unusual features such as freckling, marbling, or lace-like patterns.


Horse Color (Champagne Dilute)

d10 Champagne Dilute Color
1–2 Gold Champagne
3–4 Amber Champagne
5–6 Champagne Black
7–8 Sable Champagne
9–10 Dark Gold Champagne

Horse Color (Silver Dilute)

d4 Silver Dilute Color
1 Silver Dapple
2 Chocolate Silver
3 Red Silver
4 Blue Silver

Horse Color (Dilute Combination)

d100 Dilute Combination Color
1–5 Yellow Dun
6–10 Cream Dun
11–14 Gold Cream
15–18 Ivory Champagne
19–22 Gold Dun
23–26 Smoky Black Dun
27–30 Smoky Cream Grulla
31–34 Silver Smoky Black
35–38 Smoky Black Champagne
39–43 Classic Dun Champagne
44–46 Silver Dapple Grulla
47–51 Classic Silver
52–55 Silver Dapple Smoky Grulla
56–60 Dunskin
61–65 Dun Perlino
66–70 Silver Buckskin
71–75 Amber Cream
76–80 Amber Dun
81–84 Amber Silver
85–88 Brown Dunskin
89–92 Sable Cream
93–96 Sable Dun
97–100 Pearl

Horse Color (Roan)

d10 Roan Color
1–2 Strawberry Roan
3–4 Blue Roan
5–6 Red Roan
7–8 Lilac Roan
9–10 Honey Roan

Pattern Tables

Horse Patterns Table (1d4)

d4 Pattern Type Next Table
1 Basic Patterns Rolls on Basic Patterns (2d4)
2 Pinto Patterns Rolls on Pinto Patterns (1d10)
3 Appaloosa Patterns Rolls on Appaloosa Patterns (1d12)
4 Other Markings Rolls on Other Markings (1d6)

Horse Appaloosa Patterns

d12 Appaloosa Pattern
1 Minimal Blanket
2 Blanket
3 Extended Blanket
4 Leopard
5 Semi-Leopard
6 Marble
7 Frost
8 Snowflake
9 Snowcap
10 Ghost
11 Halo Spots
12 Appaloosa, Pinto, and Appearance Subtables

Horse Other Markings

d6 Other Marking
1 Birdcatcher Spots
2 Chubari Spots
3 Grease Spots
4 Manchado
5 Lacing
6 Mosaic

Training

Some Bad or Neutral traits can be removed through consistent training. Tricks can also be taught in the same way. At the end of each week of downtime spent training a horse, a character may attempt one DC 15 Animal Handling check. After 4 total successes, the trait is removed or the trick is learned. After 4 total failures, the trait becomes permanent or the horse can no longer learn that trick. Only one trait or trick may be trained at a time. Trainable options are noted in their respective tables.


Horse Traits (Young)

d100 Bad Traits Neutral Traits Good Traits Cost Modifier
1–10 2x Bad Traits Subtable -75%
11–20 Bad Traits Subtable -50%
21–35 Bad Traits Subtable Neutral Traits Subtable -25%
36–50 Neutral Traits Subtable Normal
51–60 2x Neutral Traits Subtable Normal
61–75 Neutral Traits Subtable Good Traits Subtable 25%
76–90 Good Traits Subtable 75%
91–100 2x Good Traits Subtable 125%

Horse Traits (Adult)

d100 Bad Traits Neutral Traits Good Traits Cost Modifier
1–10 2x Bad Traits Subtable -75%
11–20 Bad Traits Subtable -50%
21–30 Bad Traits Subtable Neutral Traits Subtable -25%
31–50 Neutral Traits Subtable Normal
51–60 2x Neutral Traits Subtable Normal
61–70 Neutral Traits Subtable Good Traits Subtable 25%
71–90 Good Traits Subtable 75%
91–100 2x Good Traits Subtable 125%

Horse Traits (Old)

d100 Bad Traits Neutral Traits Good Traits Cost Modifier
1–20 2x Bad Traits Subtable -75%
21–30 Bad Traits Subtable -50%
31–50 Bad Traits Subtable Neutral Traits Subtable -25%
51–60 Neutral Traits Subtable Normal
61–70 2x Neutral Traits Subtable Normal
71–80 Neutral Traits Subtable Good Traits Subtable 25%
81–90 Good Traits Subtable 75%
91–100 2x Good Traits Subtable 125%

Trait Subtables

Horse Bad Traits

d10 Bad Trait Trainable Effect
1 Lame No Horse has an injury that makes it unsuitable for riding above a walk or pulling vehicles.
2 Biter Yes Horse will often (50%) try to bite (1d4 + STR) anyone within 5 feet.
3 Bucker Yes Horse will often (50%) attempt to buck anyone on its back.
4 Kicker Yes Horse will often (50%) attempt to kick anyone within 5 feet.
5 Rears Yes Horse will often (50%) rear in combat. A DC 15 Animal Handling check must be made to stay in the saddle.
6 Rough String Yes Horse will bite, buck, or kick every time they are saddled.
7 Stubborn Yes Disadvantage on Animal Handling checks.
8 Untrained Yes Horse has never known a rider and must be trained.
9 Won't Gallop Yes Horse refuses to travel faster than a canter (Speed x2).
10 Neutral Traits Subtable Rolls on Horse Neutral Traits (1d8).

Horse Neutral Traits

d8 Neutral Trait Trainable Effect
1 Chews Fences No Horse may cause damage when stabled but gains a bite attack (1d4 + STR) as a bonus action.
2 Cob No Horse is shorter than average but has a 10% increased carrying capacity.
3 Green Yes Horse is untrained but has no negative traits.
4 Hard Keeper No Horse costs 2x as much to feed but can travel 2x as long without tiring.
5 Headstrong Yes Disadvantage on Animal Handling checks, but the horse has advantage on Wisdom saving throws vs. fear.
6 Single Rider Yes Horse will not accept any other rider.
7 Steps on Feet No Horse may step on feet when near but deals an extra 2 damage on hoof attacks.
8 Good Traits Subtable Rolls on Horse Good Traits (1d8).

Horse Good Traits

d8 Good Trait Trainable Effect
1 Charger No Horse has advantage on Wisdom saving throws vs. fear and +2 to attack and damage rolls when charging.
2 Easy Keeper No Horse does not consume much; feed costs are halved.
3 Fast No Speed increases by 15 feet.
4 High-Spirited No +1 to attack rolls, damage rolls, and Speed +5 feet.
5 Knows Trick Yes Rolls on Horse Trick Subtable (1d6).
6 Leaper No A riding check is not needed for obstacles up to 5 feet or gaps up to 20 feet.
7 Strong No Carrying capacity is increased by 15%.
8 Good Traits Subtable x2 Rolls twice on this table.

Horse Trick Subtable

d6 Trick Trainable Effect
1 Bow Yes Horse will bow when prompted so long as it is under its Max Canter Weight.
2 Whistle Yes Horse will come to your whistle when within hearing distance.
3 Wait Yes Horse will wait in a 30-foot radius when instructed for up to 2d4 hours.
4 Fetch Yes Horse will fetch one item that you predetermine. Can be changed once per week.
5 Trick Riding Yes Rider has advantage on Animal Handling checks involving tricks.
6 Lie Down Yes Horse will lie down when commanded for up to 1 minute.

Stat Blocks

Horse, Wild

Large Beast, Unaligned

AC 12 | HP 19 (3d10 + 3) | Speed 60 ft. | CR 1/4 (50 XP; PB +2)

STR DEX CON INT WIS CHA
16 (+3) 14 (+0) 12 (+1) 2 (-4) 13 (+1) 5 (-3)

Saves: Wis +3

Senses: Passive Perception 11

Wary. The horse has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) bludgeoning damage.