Pact of the Steed
Your patron has gifted you with one of their finest steeds. When you gain this feature, choose a creature to act as your Steed. Your steed should fit the theme of your patron, a few examples are a Warhorse Skeleton for The Undying or a Unicorn for The Celestial.
Your steed only takes the appearance and type of your chosen creature. Your steed uses the statistics of a riding horse, but its total Hit Points are equal to half of your total (rounded down). Your steed is also equipped with a saddle, bit, and bridle, which disappears if it dies.
Your steed can understand any languages you know, but cannot speak. If you give it an order, it will try to fulfil your request to the best of its ability. In combat, the steed shares your initiative and is incapable of taking any actions. If you become separated from your steed it will use its movement to get back to you, assuming no order is given.
You can summon your steed in a unoccupied space within 5ft of you as an action. You can also dismiss your steed as a bonus action, teleporting it to a pocket dimension. Doing so cause all equipment it is carrying (except its saddle, bit, and bridle) to be left behind. If your steed dies, you can perform a 1-hour ritual to revive and resummon it.
Invocations
War Steed
Prerequisite: Pact of the Steed
Your Steeds gains the following benefits;
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Its AC becomes 12 + your Proficiency Bonus.
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Its total Hit Points become equal to your total.
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You have advantage on any check you make to remain mounted on your steed.
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You can use your Bonus Action to make your steed take the Dash, Disengage, or Dodge action.
Soul Link
Prerequisite: Pact of the Steed
Your soul becomes linked with your steed. So long as your steed is on the same plane as you, you gain the following benefits;
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You can telepathically command your steed.
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As an action, you can see through your steed's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
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The Steed can add your Proficiency Bonus to any saving throw it makes.
Cavalry
Prerequisite: 7th-level warlock, Pact of the Steed feature
You and your steed are always ready for battle. You gain the following benefits;
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You gain a bonus to initiative rolls equal to your Charisma modifier.
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When you roll initiative, you can summon and mount your steed (no action required).
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Your steed’s speed is doubled for the first round of combat.
Soar the Skies
Prerequisite: 12th-level warlock, Pact of the Steed feature
Your Steed gains a fly speed equal to its walking speed.
Stallion Sacrifice
Prerequisite: 12th-level warlock, Pact of the Steed feature
If you are reduced to 0 hit points, but not outright killed, you can use your reaction to kill your steed and transfer half of its current hit points to yourself. This feature can be used while your steed is in its pocket dimension.
Once used, this feature cannot be used again until you finish a long rest.
Artwork by Orlando Sánchez Palacios
Feature by DNDBlue | Version 1.4