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#### Find Steed *2nd-level conjuration* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. More powerful summoners can summon more powerful spirits. The steed's hit points are increased by the summoner's paladin level. Additionally, if the summoner has access to paladin spell slots of 3rd level or higher, they may use a higher level spell slot up to the highest level paladin spell slot they have available to find a more powerful steed. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. You control the mount in combat. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum and any conditions that it had removed. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to permanently disappear. Casting this spell again will then summon a different spirit. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the steed summoned has +10 hit points to its hit point maximum and +1 bonus to its attack rolls, AC, damage rolls, saving throws and skills for each slot level above 2nd. This only applies when the steed is summoned initially. Once the steed is summoned at a particular level of power it will remain at that level of power when it is resummoned, regardless of which level spell slot is used to resummon it.