Find Steed
Level 2 Conjuration
- Casting time
- Action
- Range
- 30 feet
- Duration
- Instantaneous
- Classes
- Paladin
Description
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. Using a Higher-Level Spell Slot. 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)
All text above is reproduced verbatim from the D&D 5e 2024 SRD. No AI interpretation.