Base Class: Barbarian
These barbarian warriors are not your average fighters. They have discovered and formed an unbreakable bond with a magical creature from a realm beyond our own. The creature has bestowed upon them extraordinary powers and abilities, making them an unstoppable force on the battlefield. Their enemies tremble at the mere mention of their name, and their allies hold them in awe and respect. Together, they are an unbreakable team, united by their unshakable bond and determination to protect their world from all who seek to harm it.
Magic Steed
As an action, you can magically summon the steed that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
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. The steed is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Magic Steed stat block, which uses your proficiency bonus (PB) in several places. You choose the Magic Steed’s type when you gain this feature: Celestial, Fey, or Fiend. Each type has different abilities and damage immunities, as listed in its stat block. You can determine the cosmetic characteristics of the steed, including the appearance of any visible effects of its abilities; your choices about its appearance have no effect on its game statistics.
In combat, the steed shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the steed can take any action of its choice, not just Dodge. While you are mounted upon the steed, abide mounted combatant rules first.
The steed remains until it is reduced to 0 hit points, until you use this feature to summon the steed again, or until you die. Anything the steed was wearing or carrying is left behind when the steed vanishes.
Once you summon the steed you can’t do so again until you finish a short rest.
Celestial
CELESTIAL STEED
Large Celestial
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your barbarian level (the steed has a number of Hit Dice [d12s] equal to your barbarian level)
Speed 60 ft.
Saving Throws Dex +1 plus PB, Wis +2 plus PB, Cha +0 plus PB
Damage Resistances necrotic
Damage Immunities poison, radiant
Condition Immunities Charmed, Paralyzed, Poisoned, Exhausted
Senses passive Perception 12
Languages Understands all languages you know, but cannot speak.
Challenge — Proficiency Bonus (PB) equals your bonus
Shielded Mind. The steed is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Unusual Nature. The steed doesn't require food, drink, or sleep.
Illumination. While it has at least 1 hit point, the steed can choose to shed bright light in a 20 foot radius and dim light for an additional 20 feet beyond that.
Actions
Radiant Strike. Melee or Ranged Spell Attack: +2 plus PB to hit, reach 5 ft. or range 30 ft., one target. Hit: 1d6 plus PB radiant damage.
Fey
Fey STEED
Large Fey
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your barbarian level (the steed has a number of Hit Dice [d12s] equal to your barbarian level)
Speed 70 ft.
Saving Throws Dex +1 plus PB, Wis +2 plus PB, Cha +0 plus PB
Skills Stealth +2 plus PB, Perception +2 plus PB
Damage Immunities psychic
Condition Immunities Charmed, Paralyzed, Exhausted
Senses darkvision 60 ft., passive Perception 12 + PB
Languages Understands all languages you know, but cannot speak.
Challenge — Proficiency Bonus (PB) equals your bonus
Unusual Nature. The steed doesn't require food, drink, or sleep.
Sleepless. The steed cannot be put to sleep magically.
Mask of the Wild. The steed can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or some other natural phenomena.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Fiend
Fiendish STEED
Large Fiend
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your barbarian level (the steed has a number of Hit Dice [d12s] equal to your barbarian level)
Speed 60 ft.
Saving Throws Dex +1 plus PB, Wis +2 plus PB, Cha +0 plus PB
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities Charmed, Paralyzed, Poisoned, Exhausted
Senses darkvision 120 ft., passive Perception 12
Languages Understands all languages you know, but cannot speak.
Challenge — Proficiency Bonus (PB) equals your bonus
Unusual Nature. The steed doesn't require food, drink, or sleep.
Spider Climb. The steed can climb difficult surfaces, such as upside down on ceilings, without making an ability check.
Devil's Sight. Magical darkness does not impede the steed's darkvision.
Actions
Hellish Strike. Melee or Ranged Spell Attack: +2 plus PB to hit, reach 5 ft. or range 30 ft., one target. Hit: 1d6 plus PB fire damage.
Magic Gift
The bond you share with your steed gives you a connection to its kind, conferring unto the ability to communicate with its kin and empowering you with its power. While your steed is within 1 mile of you, you can communicate with each other telepathically. Additionally, you gain one of the following benefits, based on your Magic Steed's type.
Celestial. You learn to speak, read, and write Celestial. You have advantage on Wisdom (Insight) checks to determine if someone is lying, and are immune to any effect that would sense your emotions or read your thoughts.
Fey. You learn to speak, read, and write Sylvan. You have advantage on saving throws to avoid being charmed or frightened, and cannot be put to sleep magically.
Fiend. You learn to speak, read, and write Infernal. You gain 60 feet of darkvision, if you do not already have darkvision. This darkvision is not impeded by magical darkness.
Celestial
You learn to speak, read, and write Celestial. You have advantage on Wisdom (Insight) checks to determine if someone is lying, and are immune to any effect that would sense your emotions or read your thoughts.
Fey
You learn to speak, read, and write Sylvan. You have advantage on saving throws to avoid being charmed or frightened, and cannot be put to sleep magically.
Fiend
You learn to speak, read, and write Infernal. You gain 60 feet of darkvision, if you do not already have darkvision. This darkvision is not impeded by magical darkness.
Enhanced Bond
While you are within 5 feet of your Magic Steed, you can use your Strength when you make ranged weapon attacks, instead of your Dexterity. Additionally, you can add your Rage damage to ranged weapon attacks you make this way. Furthermore, your steed gains one of the following abilities, based on its type:
Celestial. If a creature would start its turn within 5 feet of the steed, you can have that creature gain a number of temporary hit points equal to half your Barbarian level (rounded up) plus your proficiency bonus.
Fey. As a bonus action on each of your turns, you can cause the steed to teleport to an unoccupied space you can see within 30 feet of you. If you are within 5 feet of the steed when it teleports in this way, you can teleport with it.
Fiend. Whenever the steed would be hit with an attack by a creature within 30 feet of it, it can use its reaction to cause flames to erupt around the attacker, forcing that creature to make a Dexterity saving throw. The DC for the saving throw is equal to 8 + the Fiend Steed’s Constitution modifier + your proficiency bonus. On a failed save, that creature takes a number of d6’s of fire damage equal to your proficiency bonus, or half as much on a successful save.
If you are within 5 feet of the steed when you are hit with an attack, the steed can use this reaction as if it was the target of the attack.
Celestial
If a creature would start its turn within 5 feet of the steed, you can have that creature gain a number of temporary hit points equal to half your Barbarian level (rounded up) plus your proficiency bonus.
Fey
As a bonus action on each of your turns, you can cause the steed to teleport to an unoccupied space you can see within 30 feet of you. If you are within 5 feet of the steed when it teleports in this way, you can teleport with it.
Fiend
Whenever the steed would be hit with an attack by a creature within 30 feet of it, it can use its reaction to cause flames to erupt around the attacker, forcing that creature to make a Dexterity saving throw. The DC for the saving throw is equal to 8 + the Fiend Steed’s Constitution modifier + your proficiency bonus. On a failed save, that creature takes a number of d6’s of fire damage equal to your proficiency bonus, or half as much on a successful save.
If you are within 5 feet of the steed when you are hit with an attack, the steed can use this reaction as if it was the target of the attack.
Planar Might
While you are within 5 feet of your Magic Steed, you gain the following features based on its type:
Celestial. Your attacks deal an additional 1d6 radiant damage. This damage increases to 1d8 at 14th level. You gain resistance to radiant damage.
Fey. Your attacks deal an additional 1d6 psychic damage. This damage increases to 1d8 at 14th level. You gain resistance to psychic damage
Fiend. Your attacks deal an additional 1d6 fire damage. This damage increases to 1d8 at 14th level. You gain resistance to fire damage.
Celestial
Your attacks deal an additional 1d6 radiant damage. This damage increases to 1d8 at 14th level. You gain resistance to radiant damage.
Fey
Your attacks deal an additional 1d6 psychic damage. This damage increases to 1d8 at 14th level. You gain resistance to psychic damage
Fiend
Your attacks deal an additional 1d6 fire damage. This damage increases to 1d8 at 14th level. You gain resistance to fire damage.
Magic Resistance
While you are within 5 feet of your Magic Steed, you and the Magic Steed have advantage on saving throws against spells and magical effects. The Magic Steed has resistance to damage dealt by spells and magical effects.
Magic Flight
Your Magic Steed gains a flying speed equal to its movement speed.