Find Steed

2nd-Level Conjuration
Casting Time: Action
Range: 30 feet
Components: VS
Duration: Instantaneous

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, such as a warhorse, a pony, a camel, an elk, or a dire wolf. The steed uses the Loyal Steed statblock.
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. You add your proficiency bonus to ability checks related to controlling the mount. If you already would, add double your proficiency bonus instead. If you are Incapacitated, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. You can use an action to dismiss your steed, causing it to disappear. Casting this spell again summons the same steed, restored to its hit point maximum. If the steed dies, you can cast the spell to begin a Quick Resurrection challenge.
You can't have more than one mount bonded by this spell at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was carrying, but barding and other items it is wearing disappear as well.

Loyal Steed

Medium, Large, or Huge (5th level only) Celestial, Fey, or Fiend, Unaligned

Armor Class 14 (natural armor)
Hit Points 5 x your level
Speed 60 ft., fly 90 ft. (4th level only)

STRDEXCONINTWISCHA
18 (+4)18 (+4)15 (+2)6 (-2)14 (+2)8 (-1)

Skills Stealth +4 + PB, Perception +2 + PB
Senses darkvision 60 ft., passive Perception 10 + 2 + PB
Languages understands the languages you speak, but can't speak

Traits

Bond of Loyalty. While the steed is within 1 mile of its companion, it can communicate with its companion telepathically. While its companion is mounted on it, any spells the companion casts on itself that only target itself can also target the steed.

Actions

Strike. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + 4 bludgeoning, piercing, or slashing damage. If the target is no larger than the steed, and if the steed moved 20+ feet straight toward it immediately before the hit, the target takes an extra 2d4 damage, and it must make a Spell Save DC Strength saving throw or be knocked prone.

Bonus Actions

Trample. The steed makes a Strike attack against a prone creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your steed can have a flying speed, and when you cast this spell using a spell slot of 5th level or higher, your steed can be Huge.

Source: PHB 240, SRD

Changelog