Level 2 Conjuration (Paladin)
Casting Time: Action
Range: 30 feet
Component: 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.
Roll20 Note: In the VTT, you can access the Otherworldly Steed stat block by navigating to the Compendium tab of the right-hand sidebar and searching for Otherworldly Steed in the Monster category. Ensure the source is 'Free Basic Rules (2024)' and drag and drop the chip onto an empty spot on the VTT. The DM may need to assign the sheet to you. In Roll20 Characters, you can open a new Character and use the Compendium in the same way to drag and drop the sheet directly onto the character sheet. Be careful not to drag and drop onto the spellcaster's character sheet as it will overwrite.
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.