Also, from those threads, a subtle change between editions is that the text "In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount" is not present in the 2024 Mounted Combat rules.
NPCs might join the adventuring party because they want a share of the loot and are willing to accept an equal share of the risk, or they might follow the adventurers because of a bond of loyalty, gratitude, or love. You can delegate decisions about an NPC’s actions to one of the players, especially in combat, but you can override the player’s decisions to reflect the NPC’s motivations.
Based on this, I'd say letting your player "delegate decisions" for the steed is something a DM can just allow, especially considering the mount is special for Paladins.
[...] specially designed for the Paladin, so you really feel like you are summoning this otherworldly creature that isn't just a horse or some other creature that you're riding around on, but is this otherworldly being that is there to work with you really as a companion, as this faithful companion is there to assist the Paladin and the Paladin's friends [...] I am hoping that with this change many Paladins will feel more empowered to have these really cool companions present on their adventures [...]
Re: All monsters taking all actions I mean if you strictly go raw, you would adjudicate that the Shrieker, (a mushroom) can attack, dodge, dash, lay prone, help, hide, and utilize a tool. Or that a zombie can influence, it can study, it can deceive, and perform. RAW makes sense in most cases, but there are almost always cases where exceptions exist. But that's not my point. I've said that the animal will still get its standard array of actions, and the sticking point is whether or not the Paladin controls it like a drone when he is not riding it.
A Shrieker (a fungus with a speed of 5 feet) and a Zombie (understands languages but can't speak) have no restrictions on the actions they can take apart from the normal restrictions, such as based on a lack of tool proficiency. By RAW, they can attack (Unarmed attack for the Shrieker and Slam for the Zombie), Dodge, Dash (woo 10 feet per round), lay prone, help, hide (badly), influence (badly), study, deceive (badly), perform (badly). I can't recall a rule saying that a mushroom with no hands can't wield a tool but that is pretty common sense based on the anatomy not on any other aspect of the monster. A Shrieker will have a -5 to most checks; it has no proficiencies. A Zombie also has no proficiencies and will have -3 or -4 to most of the checks you mention. They can can try but will probably fail.
The exceptions are stated in the monster block. If no exceptions are stated, the monster has full access to all to the actions per RAW.
"It is a loyal steed so the player can control it completely as an additional companion in battle". Nope, doesn't make sense. So you're defining your logic in this case based on your interpretation of an undefined 'loyal steed' and therefore it can be remote controlled by the Paladin. And you're arbitrarily deciding that 'loyal' means 'remote controllable'. Could you define loyal? Does loyal mean "Disregards personal safety and will fight to the death in all circumstances?" does loyal mean "Has no independent will"? What precisely do you mean by 'loyal'?
Please don't misquote me. "It is loyal enough and can communicate with the Paladin that it is reasonable, in my opinion, to allow the player to control the steed as a second character. There is nothing stating that the steed must obey any commands you give it, so it may decide to take a different action that what you instruct."
If you enjoy micromanaging all aspects of your PCs. Go for it. It has independent will. It is an intelligent creature that may not follow the Paladin's instructions. I don't think it's worth the hassle. But if you need a DM PC mount in the game, you do you. However, be aware that you are taking control of an aspect of the player's character and this should be done with good reason and not on a whim.
Comparisons to Create undead and Find Familiar You're missing something fundamental here, comparing only what is similar and then not comparing or discussing the array of ways they're not remotely similar. It's like saying "A pizza and an apple are the same thing, because you can eat both of them!". You're comparing a 6th level spell, Create Undead, to a 2nd level spell? What?
Then you're comparing summoned creatures stats HP, AC, and Attack, and saying that "Otherwolrdly Steed will be still using a 2nd level slot" (?)--it doesn't use a spell slot at all. You understand that value is more than those things? smh. Lemme spell this out here:
Can it heal you? Steed = yes. Beast = no. Can it misty step? Steed = yes Beast= no. Can it carry your things? Steed = yes Beast = no Can you ride it? Steed = yes Beast = no. Can it revive a downed ally? Steed = yes Beast = no Does it last 24 hours? Steed = yes Beast = no Does it require NO concentration? Steed = yes Beast = no Does it require NO spell slot? Steed = yes Beast = no Does it require NO material component worth 200gp? Steed = yes Beast = no Can you equip it with plate armor for an AC of 18? Steed = yes Beast = no Can you tell your plate armored steed to dodge every round with an effective AC of 23? Steed = yes Beast =no
And then you go "But the beastial spirit has 1ac more, 5 more hp, and can do more damage! It's therefore superior!" bruh. smh.
You are misquoting me again. Bestial Spirit requires a second level spell slot. Faithful Steed only requires a spell slot when you upcast or you are recasting the same day.
Reworded and corrected your list. Added in responses for Familiar and Undead as well.
Can it heal you? Bestial Spirit = No. Faithful Steed = Celestial once per day, others no. Familiar = using potions or other items; this more applies to Warlock familiars. Undead = using potions other items.
Can it misty step? Bestial Spirit = No. Otherworldly Steed = Fey once per day, others no. Familiar = No. Undead = No.
Can it carry your things? Bestial Spirit = Yes (small things). Otherworldly Steed = Yes. Familiar = Yes (small things). Undead = Yes.
Can you ride it? Steed = yes. Beast = No but technically yes if enlarged (it will be uncontrolled though). Familiar = No. Undead = No.
Can it revive a downed ally? Steed = Is this the Celestial healing once per day or a medicine check at +1 to stabilize? Stabilize doesn't actually revive anyone. Beast = Stabilize at +2? Dubious, but if you are allowing steeds to do it... Familiar = See Beast. Warlock Familiars have some more humanoid options and can more justifiably supplement with items such as potions. Undead = Stabilize is more reasonable, but chances aren't great. Items are an option. "Ghoul, please use this Healer's Kit to revive Neepers00 and don't eat him."
Can it fly? Steed = only with a 4th level spell slot. Bestial = Yes. Familiar = Yes. Undead = No.
Do the attacks scale with Spell Slot Level? Steed = No. Beast = Number of Attack Increase. Familiar = No. Undead = The Undead Creating have differing attacks.
Can you equip it with plate armor for an AC of 18? Steed = yes. Beast = Yes. Familiar = Yes? Undead = Yes. For animals and animal-like creatures, it's called Barding. The equipment section has a list of mounts, but it appears to be "common mounts" as mounted combat lists that "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount..."
Can you tell your plate armored ally to dodge every round with an effective AC of 23? So? I think you are mistaken about what his actually does. Steed = yes. Beast = Yes. Familiar = Yes. Undead = Yes. The beast actually dodges every round if you don't give it instructions.
Can your ally deliver touch spells? Steed = No. Beast = No. Familiar = Yes. Undead = No.
Does it require concentration? Steed = No. Beast = Yes. Familiar = No. Undead = No.
Does it require a spell slot? Steed = Sometimes but only when initially cast. Beast = Yes. Familiar = No. Undead = Yes, but only when initially cast or to maintain control.
Does it require a costly material component? Steed = No. Beast = 200 gp not consumed. Familiar = 10 GP consumed. Undead 150 GP per body not consumed.
First even level CR it can help in combat with? Steed = CR 5. Beast = CR 3. Familiar = CR 1. Undead = CR 11.
Can it use the Help action to set up advantage for a rogue's sneak attack? Steed = Yes. Bestial = Yes. Familiar = Yes. Undead = Yes.
"You cannot compare a Paladin only spell to a spell of the same level available to a pure spellcaster. " (?) What? I'm not sure why you don't see this. Spell levels are based on spell power. It has nothing to do with the level at which a class gets it.
Yes. It actually does. If you haven't guessed from my name, I have been playing Paladins for decades and Paladin only spells are traditionally better options than spells shared with other spellcasters. The reason is simple, you aren't bringing a 2nd level paladin spell to a 3rd encounter, you are bringing it to a 5th level encounter and it needs to pull its weight or why bother existing?
Back in the day, you might see spells shared across classes, but the spell level change between classes because the different spell slot progression. A 5th level cleric spell might be a 4th level Paladin spell (Paladin spells only went to 4th level). It was rare, but it happened.
You underestimate the importance of Paladins having effective spells. You overestimate the impact of an Otherworldly Steed. You do realize that the spell action Heal, Teleport, or Frighten is chosen when the spell is cast and it is once per long rest (effectively once per day)? You also seem to be underestimating what the Bestial Spirit, Familiar, and Undead can do. You failed to evaluate several key components of the creatures involved. Magic Initiate to get Find Familiar is a very common tactic for a reason.
Regarding esampson's question, there are a couple of threads of interest:
- How does mounted combat work?
- Opportunity Attack
Also, from those threads, a subtle change between editions is that the text "In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount" is not present in the 2024 Mounted Combat rules.
@Neepers00 if it helps somehow, we have this advice in the DMG:
Based on this, I'd say letting your player "delegate decisions" for the steed is something a DM can just allow, especially considering the mount is special for Paladins.
EDIT: this was the description from New Paladin | 2024 Player's Handbook | D&D (min. 7:19)
Not to detract from your argument, but it's 6, not 8 (CHA is 8).
A Shrieker (a fungus with a speed of 5 feet) and a Zombie (understands languages but can't speak) have no restrictions on the actions they can take apart from the normal restrictions, such as based on a lack of tool proficiency. By RAW, they can attack (Unarmed attack for the Shrieker and Slam for the Zombie), Dodge, Dash (woo 10 feet per round), lay prone, help, hide (badly), influence (badly), study, deceive (badly), perform (badly). I can't recall a rule saying that a mushroom with no hands can't wield a tool but that is pretty common sense based on the anatomy not on any other aspect of the monster. A Shrieker will have a -5 to most checks; it has no proficiencies. A Zombie also has no proficiencies and will have -3 or -4 to most of the checks you mention. They can can try but will probably fail.
The exceptions are stated in the monster block. If no exceptions are stated, the monster has full access to all to the actions per RAW.
Please don't misquote me. "It is loyal enough and can communicate with the Paladin that it is reasonable, in my opinion, to allow the player to control the steed as a second character. There is nothing stating that the steed must obey any commands you give it, so it may decide to take a different action that what you instruct."
If you enjoy micromanaging all aspects of your PCs. Go for it. It has independent will. It is an intelligent creature that may not follow the Paladin's instructions. I don't think it's worth the hassle. But if you need a DM PC mount in the game, you do you. However, be aware that you are taking control of an aspect of the player's character and this should be done with good reason and not on a whim.
You are misquoting me again. Bestial Spirit requires a second level spell slot. Faithful Steed only requires a spell slot when you upcast or you are recasting the same day.
Reworded and corrected your list. Added in responses for Familiar and Undead as well.
Yes. It actually does. If you haven't guessed from my name, I have been playing Paladins for decades and Paladin only spells are traditionally better options than spells shared with other spellcasters. The reason is simple, you aren't bringing a 2nd level paladin spell to a 3rd encounter, you are bringing it to a 5th level encounter and it needs to pull its weight or why bother existing?
Back in the day, you might see spells shared across classes, but the spell level change between classes because the different spell slot progression. A 5th level cleric spell might be a 4th level Paladin spell (Paladin spells only went to 4th level). It was rare, but it happened.
You underestimate the importance of Paladins having effective spells. You overestimate the impact of an Otherworldly Steed. You do realize that the spell action Heal, Teleport, or Frighten is chosen when the spell is cast and it is once per long rest (effectively once per day)? You also seem to be underestimating what the Bestial Spirit, Familiar, and Undead can do. You failed to evaluate several key components of the creatures involved. Magic Initiate to get Find Familiar is a very common tactic for a reason.
How to add Tooltips.
My houserulings.
Thank you for that correction. I was thinking of the drakewarden’s drake.