This new magic item for Dungeons & Dragons is a mechanical horse made by gnomes. It grows in power along with its rider, gaining better stats and new abilities at higher tiers.
Autohorse
Wondrous Item, uncommon [Tier 1]
These gnome-built constructs were made to replace horses underground and in dangerous conditions. The autohorse is a Large object with the following statistics:
Armor Class: 14
Hit Points: 80
Speed: 50 ft.
Damage Immunities: poison, psychic
Weight: 1,500 lbs.
Carrying Capacity: 500 lb., 2 Medium or smaller riders
An autohorse pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle.
Unusual Nature. The autohorse doesn’t require air, food, drink, or sleep.
All other stats are that of a Draft Horse. The autohorse accepts basic commands but will not attune to a rider until you are level 5 or higher. When you attune to the autohorse, it upgrades to Tier 2.
Rare [Tier 2] upgrade
(requires attunement)
After you attune to the autohorse, its stats and abilities increase.
Armor Class: 16
Hit Points: 100
Speed: 60 ft.
Carrying Capacity: 700 lb., 2 Medium or smaller riders
Rider Attunement. While attuned to the autohorse, Wisdom (Animal Handling) checks to control it are made at advantage.
Attack. As a bonus action, you can command the autohorse to make a Hooves attack.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Charge. If the autohorse moves at least 20 feet straight toward a target and then hits it with a Hooves attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Very Rare [Tier 3] upgrade
When you achieve level 10 while attuned to the autohorse, its stats increase again and it gains additional abilities.
Armor Class: 18
Hit Points: 120
Speed: 70 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 16 (+3) | 18 (+6) | 10 (+0) | 12 (+1) | 10 (+0) |
Carrying Capacity: 900 lb., 3 Medium or smaller riders
Improved Attunement. While attuned to the autohorse, Wisdom (Animal Handling) checks to control it automatically succeed. You can cast Speak with Animals at will to communicate with the autohorse but not other creatures.
Multiattack. As a bonus action, you can command the autohorse to make 2 Hooves attacks.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.
Bolt. You can use your reaction to move the autohorse up to 30 ft. without provoking opportunity attacks.
Thunder Charge. If the autohorse moves at least 20 feet straight toward a target and then makes a Hooves attack on the same turn, each creature of your choice within 10 ft. of the autohorse must succeed on a DC 18 Constitution saving throw or take 9 (2d8) thunder damage. If the target is hit with a Hooves attack on the same turn, the target takes an extra 12 (2d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Legendary [Tier 4] upgrade
When you achieve level 17 while attuned to the autohorse, its stats increase again and it gains additional abilities.
Armor Class: 20
Hit Points: 150
Speed: 80 ft., fly 80 ft.
Carrying Capacity: 1,200 lb., 3 Medium or smaller riders
Flight. The autohorse’s hooves hover above the ground. It does not leave hoofprints and it gains a flying speed: 80 ft. per round or 9 miles an hour for a maximum of 90 miles per day, with a one-hour rest for every 3 hours of flying.
Flyby. You don’t provoke an opportunity attack when you fly out of an enemy’s reach while riding the autohorse. In addition, you gain a +2 bonus to your AC when you move at least 40 ft. on the autohorse during that turn.
Mental Bond. While attuned to the autohorse, you can mentally communicate with it as long as you are on the same plane of existence.
Multiattack. As a bonus action, you can command the autohorse to make 4 Hooves attacks.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Pocket Sized. You can use a bonus action to reduce and transform the autohorse into a fist-sized metallic ball that weighs 5 lbs. You can use a bonus action to enlarge the autohorse again.
Power Tiers
To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.
Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.
Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.
Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.
Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.
An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.
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