The form of the spirit of your familiar changes to a mount (verify with your GM when selecting a form). The familiar retains its celestial, fey or fiend descriptor and Intelligence, Wisdom and Charisma scores; all other features are replaced per the steed’s form.
The bond with your steed familiar is deep and therefore you share limits associated with equipping and attuning magical items. Additionally, when you gain a new feat you can instead choose for your steed familiar to gain a feat.
Your steed familiar 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. Your steed familiar acts independently but in concert with you. When mounted in combat, roll both its and your own initiative; you both act on the lower. While mounted on your steed familiar, you can make any spell you cast that targets only you also target your steed.
As an action, you can temporarily dismiss your steed familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
When the steed familiar drops to 0 hit points, it disappears, leaving behind no physical form. Casting these spells again summons the same steed familiar, restored to its hit point maximum.
While your steed familiar is within 1 mile of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one steed familiar at a time; this includes not having another bonded steed and not having another familiar.
When you cast a spell with a range of touch, your steed familiar can deliver the spell as if it had cast the spell. Your steed familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
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