You summon a fey, celestial, elemental, or fiendish spirit which inhabits a riding apparatus within range that you have prepared in advance. These combine and result in an usually intelligent, strong, and loyal steed, creating a long-lasting bond with it. The riding apparatus is typically constructed in the mechanized form of a warhorse, a pony, a camel, an elk, or a mastiff. The riding apparatus has the statistics of the chosen form, though it is a construct instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You may prepare a more specialized riding apparatus to be equivalent to any beast or monstrosity you have studied in detail or interacted with in depth, such as combat. The riding apparatus must be of a structure that can be ridden (not bipedal for example), and can be vetoed by the DM if not appropriate. Riding apparatuses may only be animated if it's CR is equal to the caster level divided by 6, or lower. The riding apparatus cannot have a flying speed unless it is animated by casting this spell as 4th level or higher.
You may prepare any number of riding apparatuses you wish, but each caster may only animate one at a time. The rest remain lifeless husks. Creating the riding apparatus is a Tinker's Tools crafting task, DC 20. The cost of creating the riding apparatus is equal to its CR x 100 gp in structural, mechanical, and arcane materials.
When the riding apparatus drops to 0 hit points, it breaks down, leaving a motionless and broken husk. The inhabiting spirit immediately departs (unharmed) to its home plane. The husk can be fixed with a Tinker's Tools crafting task, DC 12. The DM may require some materials to be consumed in repair after especially destructive deaths. Once repaired, this spell must be cast again to reanimate the riding apparatus, restoring to its hit point maximum. The caster may choose to call the same spirit that rode with them previously.
Your riding apparatus 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. While mounted on your riding apparatus, you can make any spell you cast that targets only you also target your riding apparatus. Your riding apparatus can be healed with spells normally as if it were a living creature. Alternately, if you spend one hour during a long rest with a Tinker's Tools crafting task, DC 12, your riding apparatus is restored to its hit point maximum.
While your construct steed is within 1 mile of you, you can communicate with each other telepathically.
As an action, you may banish the inhabiting spirit of the construct steed to return to its home plane, leaving the lifeless husk chassis behind.
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