Level
5th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Special 7 Days
School
Transmutation
Attack/Save
None
Damage/Effect
Summoning

You create a mechanical construct. It manifests in an unoccupied space that you can see within range and uses the Mechanical Steed stat block. When you cast the spell, choose an environment: Air, Land, or Water. The steed resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. When the creature drops to zero hit points, or the spell ends, it falls apart into scrap metal. 450GP worth of the original materials can be salvaged with 10 minutes of work. Casting this spell again before the spell ends does not require components and renews the duration. When doing so, you can choose a different form for the steed. The steed cannot regain hit points normally, only regaining 4d6 hit points when the mending spell is cast on it.

The steed can accept 2 riders of medium or smaller size, and while mounted on it they benefit from the steeds environmental trait. While you are mounted on the steed, it functions as a controlled mount; It can only take the Dodge, Disengage, or Dash actions or you can use a bonus action to command it to make one Rend attack.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours (unless mounted). It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

Mechanical Steed

Large Construct, Neutral

AC 13 + the spell’s level

HP 40 (Air only) or 70 (Land and Water only) + 10 for each spell level above 5

Speed 50 ft.; Climb 40 ft. (Land only); Fly 60 ft. (Air only); Swim 40 ft. (Water only)

    Mod Save
STR 20 +5 +5
DEX 14 +2 +2
CON 16 +3 +3
    Mod Save
INT 6 -2 -2
WIS 12 +2 +2
CHA 6 -2 -2

Senses Blindsight 15 ft.; Passive Perception 14

Damage Immunities Poison, Psychic

Condition Immunities Poisoned, Charmed, Frightened; does not Sleep, Eat, or Breathe.

Saving Throws The steed adds your Proficiency Bonus to any saving throw it makes when you are mounted on it.

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Flyby (Air Only). The steed and its riders don’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

Shielded Saddle (Land Only). The steed's riders benefit from Half Cover unless the steed is affected by the Incapacitated condition.

Leap (Land Only) The steed can make a standing or running jump up to 30 feet.

Water Breathing (Water Only). The steed and its riders can breathe underwater.

Actions

Multiattack. The construct makes a number of Rend attacks equal to half this spell’s level (round down). If mounted, the steed can make one attack if you use your bonus action to command it to do so.

Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 6 + the spell’s level Slashing, Piercing, or Bludgeoning damage.

Dive Bomb (Air Only) If the steed moves at least 20 feet in a straight line towards a target before attacking, that target takes an additional 2d6 damage.

Pounce (Land Only) If the steed moves at least 10 feet straight towards a target large or smaller before attacking, that target takes an additional 1d6 damage and has the Prone condition.

Grappling Limbs (Water Only) Any target medium or smaller that steed hits with its melee attack suffers from the Grappled condition and is Restrained condition while grappled. The steed can only grapple one target at a time.

* - (Steel, Iron, Copper or some other non-precious metal worth 500+GP, which the spell consumes.)

Previous Versions

Name Date Modified Views Adds Version Actions
8/20/2025 12:24:11 AM
8
1
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Coming Soon

Spell Tags: Summoning

Available For: Artificer (Legacy) Wizard

Kodiakjak59

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