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Find Steed

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Find Steed
  • Level: 2
  • School: Conjuration
  • Class: Paladin
  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

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 SAVEMOD SAVEMOD SAVE
STR18+4+4Dex12+1+1Con 14+2
INT6-2-2Wis12+1+1CHA 8-1

Senses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus)

#Otherworldly Steed

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.

#Otherworldly Steed

Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft . Hit: 1 d 8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.

#Otherworldly Steed

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 2 d 8 plus the spell's level.

Tactical Usage

Mounted Combat: Find Steed provides significant mobility and combat advantages through summoned mount. This 2nd-level conjuration spell excels at enhancing battlefield mobility and providing mounted combat options.

Optimal Timing: Cast for exploration mobility, when mounted combat advantages are needed, or for enhanced battlefield positioning.

Resource Management: Uses a 2nd-level spell slot - available from character level 3+. Permanent mount until dismissed or killed.

Target Selection: Summons chosen mount type within casting range.

Spell Combinations

Synergistic Spells:

  • Enhancement Magic: Combine with protection spells to enhance mount survivability
  • Mobility Magic: Layer with speed enhancement for superior battlefield mobility
  • Combat Magic: Pair with mounted combat spells for enhanced effectiveness

Class Feature Interactions:

  • Mounted Combatant Feat: Specialized feat enhances mounted combat effectiveness
  • Paladin Features: Divine magic complements mounted warfare traditions
  • Spell Delivery: Touch spells can be delivered through mount connection

Multi-Caster Coordination: Multiple mounted party members can coordinate cavalry tactics.

Material Component Details

Component Acquisition: 50 gp worth of charcoal, incense, and herbs burned in brass brazier during 10-minute ritual.

Component Handling: Ritual components consumed during summoning. Must be repeated if mount dies.

Roleplay Opportunities: Different mount forms reflect personality, campaign themes, or paladin traditions.

Economic Considerations: Moderate cost (50 gp) for permanent mount companion with significant utility.

Creator Notes

Encounter Balancing: Mounted combat and enhanced mobility significantly affect encounter design and battlefield dynamics.

NPC Usage: Paladin NPCs or mounted enemies might have similar mount companions.

Environmental Considerations: Mount operates independently with telepathic communication within 1 mile.

Campaign Integration: Essential mobility magic for mounted combat campaigns and enhanced exploration.

Environmental Interactions

Terrain Effects: Different mount types excel in different terrains - warhorses for ground, giant eagles for aerial.

Weather Influence: Mount affected by environmental conditions but provides weather-resistant transportation.

Structural Interactions: Mount size affects navigation through structures and confined spaces.

Elemental Interactions: Mount vulnerable to damage but provides enhanced mobility across elemental hazards.

Common Rulings & Clarifications

Timing Questions: 10-minute ritual casting. Mount appears permanently until dismissed or killed.

Target Limitations: Choose mount type from available options. Only one mount at a time.

Duration Interactions: Permanent until dismissed, killed, or replaced. Telepathic bond within 1 mile.

Mechanical Interactions: Mount uses chosen creature's statistics. Shares initiative and telepathic communication.

Alternative Applications

Non-Combat Uses: Transportation, exploration assistance, companionship, or impressive displays.

Social Encounters: Mounted presence for social advantage, transportation for important meetings, or status demonstration.

Exploration Applications: Enhanced mobility, carrying capacity, terrain navigation, or long-distance travel.

Utility Functions: Transportation, exploration assistance, companionship, or mobility enhancement.

Same School: Other conjuration spells like find familiar (1st level small companion), conjure animals (3rd level multiple creatures), find greater steed (4th level enhanced mount).

Similar Effects: find familiar (1st level small companion), phantom steed (3rd level temporary mount), find greater steed (4th level enhanced mount).

Progression Options: find familiar (1st level basic companion), find steed (2nd level mount), find greater steed (4th level enhanced mount).

Complementary Magic: protection from evil and good (mount protection), cure wounds (mount healing), comprehend languages (communication enhancement).

Scaling Analysis

Level Progression: Remains valuable throughout campaigns for mobility and mounted combat advantages.

Upcast Benefits: No improvement from higher spell slots - ritual casting provides economic efficiency.

Campaign Phases: Peak effectiveness in exploration-heavy campaigns where mobility provides maximum advantage.

Comparative Value: Excellent utility magic that provides permanent mount for moderate resource investment.

Narrative Flavor

Casting Description: Magical energies swirl during the ritual as you call forth a loyal mount from celestial, fey, or fiendish realms.

Effect Manifestation: A magnificent mount materializes as your devoted companion, bound to serve through supernatural loyalty.

Personal Style: Paladins typically summon celestial warhorses, while other casters might prefer different mount types reflecting their magical traditions.

World Integration: Represents divine or arcane companion magic available to various traditions, often associated with mounted warfare, exploration, or supernatural partnerships.