The following selection of magic items are intended not for your characters, but rather the animals they ride.
Mounts and Attunement
If you plan to introduce these items or otherwise make magic items for steeds more common in your campaign, consider limiting them by attunement. The 5e rules don’t really do this by default (note that the horseshoes of speed, horseshoes of a zephyr, and saddle of the cavalier described in the Dungeon Master’s Guide aren’t attunement items), but if mounts are going to play a big part in the game for one or more characters and there are going to be lots of items available for them, you should implement the attunement rule for those steeds as well as the PCs.
The rules state that “a creature can be attuned to no more than three magic items at a time” and a mount is a creature. However, unless the mount happens to be an intelligent creature it is unlikely to attune a magic item to itself, the choice is instead made by its rider. Any creature a mount trusts implicitly can attune a magic item for them. This requires both creatures to be in contact with the item for the duration of a short rest.
If you implement this houserule, existing magic saddles, horseshoes, barding, and other magic items intended to be worn by mounts should be considered to have the attunement requirement, even when it is absent from their entry.
At the DM’s discretion, a magic item can be forcibly attuned to a mount (a prime example of such an item would be the infernal tack described on pg. 167 of Mordenkainen’s Tome of Foes). Each time the attunement is attempted the mount can choose to accept the attunement or else make a Wisdom saving throw vs a DC determined by the item’s rarity (see the Forced Attunement Save DC table, below). On a successful save, the attunement fails and cannot be attempted again until 24 hours have passed.
Rarity | DC |
---|---|
Common | 10 |
Uncommon | 13 |
Rare | 16 |
Very Rare | 19 |
Legendary | 22 |
Artifact | Normally impossible |
Caparison of Pageantry
Wondrous item, Common
Fiery Horseshoes
Wondrous item, Rare (requires attunement by a mount)
Foul Barding
Armour (any barding), Rare
The barding regains 1d3 expended charges daily at the stroke of midnight.
Gleaming Barding
Armour (any metal barding), Common
Horseshoes of Falsehood
Wondrous item, Common
Horseshoes of Sharpness
Wondrous item, Uncommon (requires attunement by a mount)
Horseshoes of Surety
Wondrous item, Uncommon (requires attunement by a mount)
Saddlebags of Substantiality
Wondrous item, Rare
Placing an object in a saddlebag follows the normal rules for interacting with objects. Retrieving an item from the saddlebag requires you to use an action. When you reach into a saddlebag for a specific item, the item is always magically on top.
The saddlebags have a few limitations. If one is overloaded, or if a sharp object pierces it or tears it, the saddlebag ruptures and is destroyed. The enchantment on the other saddlebag fails immediately, and if it contains heavier or larger items than a normal saddlebag could contain it is also destroyed. The contents of a destroyed saddlebag are lost forever, although an artifact always turns up again somewhere. If a saddlebag is turned inside out, its contents spill forth, unharmed, and the saddlebag must be put right before it can be used again. If a breathing creature is placed within the saddlebag, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the saddlebags inside an extradimensional space created by a bag of holding, handy haversack, portable hole, another saddlebag of substantiality, or any similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Summoning Whistle
Wondrous item, varies (requires attunement by a mount or animal companion)
Three varieties of Summoning Whistle exist:
The Lesser Summoning Whistle is an Uncommon item. It summons the creature from anywhere on the same plane as yourself, but brings them as is. If they aren’t prepared and already wearing barding, saddle, and other items when you summon them, they arrive without those items.
The Greater Summoning Whistle is a Very Rare item. It summons the creature from anywhere on the same plane as yourself. When you attune the whistle you can designate four items that appear along with the creature, miraculously equipped: a saddle, a set of barding, a set of horse tack, and a set of saddlebags. You can re-attune the whistle to change the designated items.
The Planar Summoning Whistle is a Legendary item. It summons the creature from anywhere, even if you’re on a different plane. It is otherwise identical to the Greater Summoning Whistle.