Find Steed
2024 Rules
- Level & School
- 2nd-level conjuration
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Paladin
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.
2014 Rules
- Level & School
- 2nd-level conjuration
- Casting Time
- 10 minutes
- Range
- 30 feet
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Paladin
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: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM 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.
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. 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.
While your steed is within 1 mile of you, you can communicate with each other 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 disappear.
Find Steed 5.5e 2024 vs. 5e 2014 edition differences
Find Steed popularity
Find Steed is a seldom chosen level 2 spell. Choosing it adds a unique option to your spellbook.
- Bottom 10% level 2 Paladin spell
Spells similar to Find Steed
Phantom Steed 3rd-level illusion
It also creates a rideable mount at range for travel and tactical movement, making it the closest functional analogue.
Summon Beast 2nd-level conjuration
Both call a beastly ally to fight or assist you, sharing the lower-level summoning niche and flexible utility in combat.
Summon Celestial 5th-level conjuration
This spell summons a loyal otherworldly companion with protective and supportive uses similar to how the steed can aid and defend you.
Find Familiar 1st-level conjuration
It summons a persistent companion that aids the caster outside of pure damage roles, serving utility and reconnaissance purposes like a steed does for mobility and support.
Conjure Celestial 7th-level conjuration
Although higher level, it summons an allied extraplanar creature tied to celestial/fey/fiend themes, matching Find Steed's flavor of calling otherworldly mounts.