Ring, uncommon (requires attunement)

The ring is a simple silver band with multiple circular black gems set in the silver. At first glance the gemstone is a black tourmaline. If you look closely, you see shapes inside the gems moving around.

Once per day, you can use your action to 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. It must be a quadrupal creature that can realistically be used as a mount. The steed uses the statistics at the end of this description. The spirit acts as a regular steed, and needs to be fed and cared for. The DM decides what happens if the steed is neglected.

You can't have more than one steed bonded by the ring at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. Any items carried by the steed disappears with it. When the spirit 

While your steed is within 1 mile of you, you can communicate with each other telepathically. The steeds responds with emotions and images instead of words.

Bestial Spirit

Armor Class 11 + Proficiency Bonus (Natural Armor)

Hit Points 10 + five times your level (the beast has a number of Hit Dices [d8] equal to your level)

Speed 30 ft.

STR
14 (+4)
DEX
14 (+0)
CON
15 (+3)
INT
8 (−3)
WIS
12 (+2)
CHA
8 (−3)

Senses darkvision 30 ft., passive Perception 11

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Mounted Combat. The steed acts on the turn of his rider. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

Actions

Dash. The beast gains extra movement for the current turn. The increase equals its speed, after applying any modifiers.

Disengage. The steed's movement doesn't provoke opportunity attacks for the rest fo the turn.

Dodge. Until the start of your next turn, any attack roll made against the steed has disadvantage if it can see the attacker, and the steed makes Dexterity saving throws with advantage. It loses this benefit if the steed is incapacitated (as explained in the appendix) or if it's speed drops to 0.

Notes: Summoning

Item Tags: Summoning

Arno

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