Find Steed

2014 SRD2014
2024 SRD2024

3 fields differ · 9 identical

Casting Time
10 minutes
Action
Description

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the **Otherworldly ** Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend— which determines certain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

Higher Levels

Use the spell slot’s level for the spell’s level in the stat block. Otherworldly Steed Large Celestial, Fey, or Fiend (Your Choice), Neutral AC 10 + 1 per spell level HP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level) Speed 60 ft., Fly 60 ft. (requires level 4+ spell) MOD SAVE MOD SAVE MOD SAVE Str* 18 +4 +4 Dex* 12 +1 +1 Con* 14 +2 +2 Int* 6 -2 -2 Wis* 12 +1 +1 Cha* 8 -1 -1 Senses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn. Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself. Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.

9 identical fields
Classes
Paladin
Paladin
Components
Material
No
No
Material Description
Somatic
Yes
Yes
Verbal
Yes
Yes
Concentration
No
No
Duration
Instantaneous
Instantaneous
Level
2
2
Name
Find Steed
Find Steed
Range
30 feet
30 feet
Ritual
No
No
School
Conjuration
Conjuration
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