You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod | Save | ||
---|---|---|---|
STR | 18 | +4 | +4 |
DEX | 12 | +1 | +1 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 8 | −1 | −1 |
Senses Passive Perception 11
Languages Telepathy 1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.
Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.
Nothing you wrote here is different from the way paladins have always been since the 2014 rules. There was never a single thing a paladin did that wasn't done better by Paladin 6 / Bard X or Paladin 6 / Sorcerer X, including the 2014 version of Divine Smite because a multiclassed full caster would just have more spell slots than any paladin at the same level.
How do DMs rule this spell working in Sigil? Any changes or flavor of steed summoned?
Compared to 2014, I think this is more streamlined as you are given a stat block that has scaling through upcasting.
In regards to the unclear rules regarding to mounting, and controlling the Steed's (and any mount) Action and Bonus Actions, I would rule that it takes an action to mount the steed and you can control it within you turn. Its Action and Bonus Actions are separate from yours.
This gives you the ability to fully use your movement and Bonus Action allowing a Paladin to cast a spell before striding into battle.
Alternatively, a DM could rule that it takes 15-feet of movement to mount allowing you to use your Action while on the mount.
The character would have to be off the mount. The spell explicitly states the mount is controlled while ridden.
(Edit) These are bonus actions & mounted combat makes no statement about those.
Can the Celestial steed heal itself? I would assume so, as many spells and abilities that have the range of Touch can target the caster. This is similiar logic. That would make the steed significantly more durable in combat.
The reason its saving throws are poor is because it's designed with a paladins aura of protection in mind.
Hello quick question from a newbie.
So lets say I am a paladin summoning the stead with the lvl 5 faitful stead trait. Does that count as the speel beeing cast at lvl 2, so the hp equals 25?
Second question. If my Paladin is mounted on the celestial stead, and the stead uses Healing Touch and my paladin regains hp, does that also activate Life Bond so the stead regains hp at the same time?
1. Yes. If you're casting it without a spell slot (which that Faithful Steed feature lets you do once per day) then the spell is cast at its minimum level, which for this spell is level 2. This means the steed has 25 HP (5 + (10 * 2)).
2. No, because Life Bond only applies when the Paladin regains HP from a spell, and the steed's Healing Touch ability is not a spell.
Yes, it can. This actually doesn't have a range of Touch (despite the name) but rather 5 feet. But it doesn't matter, because any creature is always within 5 feet of itself.
If it were intended to not be able to heal itself, it would say something like "one creature other than the steed within 5 feet".
Thank you
The reason that nothing except d20 Tests, Feats, and Species Traits use your Proficiency Bonus in D&D2024 is because your PB is tied to your total character level, not your class level. So with your change you could literally just go Paladin 3/Barbarian 17 and still improve your mount's HP.
It makes sense for d20 Tests, Feats, and Species Traits because you get better at those through just general adventuring - but the intent with most other features (such as spells) is that you have to improve them intentionally, such as by upcasting, or increasing the relevant ability modifier.
Does the Fey Step not need LOS now?
This stat block is not able to added to the Extras page, and/or doesn't show up after cast like the other animals do. I've currently modified a warhorse with a bunch of customizations. Could we get this added as an option in the character section for adding companions?
You generally want to use the D&D Beyond Feedback forum on the main forums if you want anyone with the power to make changes to see it. That said, one thing they've said several times is that there is currently no way to add stat blocks to the Extras page that have stats that change dynamically with the spell slot level used to create them, which this one has a bunch of.
Good tip on the feedback forum, didn’t know that existed.
kind of figured it would be a dynamic thing and might not work. They do have the ability to adjust for and/or note differences based on a spell level casting; more damage, etc. Figured there might be some way to do this for the summoning too?
Can someone please explain how I add Find Steed to my character sheet?
And thank you
In the character builder, go to the "Class" tab, and you'll find a "Spells" section. That's where you select which spells your character has prepared.
If that's not working for you, please give us some more specifics about what the problem is.
Is there a way to add this into the 'extras' section of the character sheet without picking e.g. warhorse and modifying it?