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.







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Posted Aug 23, 2025Oops, guess I should've looked to the end to reply to the latest version of this question. The only solution I've found to this problem is to create an Otherworldly Steed as a Homebrew Monster. Then you can go into Extras, add a Mount, and search for your homebrew entry (if you've enabled Homebrew on your character sheet). It works, though you cannot roll off the Extra entry and all the effort is shifted to you the player.
I wish I could publish and share the homebrew entry I made, but it would do no good because you can't edit/modify someone else's shared homebrew for yourself. You'd still just have to make your own version.
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Posted Sep 26, 2025I'm noticing it is pretty carefully not using the words "command" or "obey."
"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)."
The way I'm interpreting this, given that you is the caster, is there's only one specific situation in which this is a controlled mount:
- In combat.
- Ridden by the caster.
In any other instance - it is acting independently, RAW. Correct? So... if the caster is not mounted - said caster can make a whole bunch of suggestions via telepathy on what the mount could do
, but what is effectively a 6 INT NPC might just tell them to bugger off. (Yes, its priority is the safety of the caster, but let's say the caster asks it to dive into battle and drag a colleague to safety, it might telepathically shoot back "Uh, no.")
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Posted Oct 24, 2025Find Steed didn't scale before.
While everything else was just better for that multiclass Paladin; Bard was the only class that could get access to Find Greater steed at an earlier level. Otherwise that level 2 spell gave you the same steed it give multiclass Paladins, and at least they'd have to (multiclass builds) invest in more Paladin levels for access Greater Steed (or somehow use Wish for Greater Steed).
Now its just a Spell, that much like every other Paladin spell, couldn't careless about you being a Paladin after level 5, and is distinctly better for anyone else that can cast it over the Paladin.
If the goal was to create a Paladin specific class boon, Faithful Steed as a feature/Find Steed as a spell are a failure of design, and where I get frustrated is how any amount of thought could avoid every single complaint anyone has about Faithful Steed if there was any effort to design it around the Paladin, rather than spellcasting.
Eberron's UA providing it as a feat, is also, insane, lol - because again, how is this supposed to be a boon to Paladins, something special to them, that you give to Fullcasters at level 4?
Anyways, right now, I'm looking at this spell again, to see, how can I do the design team's job to make it a benefit to Paladin via a Subclass feature that works with it (which I think *every* Paladin subclass feature should have looked at *how* it specifically interacts to this spell existing on their sheets from level 5). I could ignore it exists (like the design team did), but, I care evidently more than they do about integration of the spell (which shouldn't be a spell) to the class.
Is what it is I suppose. To my fullcaster friends, enjoy the steed, whether you get it at level 4, 17, or 20, and sorry to DM's interacting with the Mounted Combat rules.