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What makes sense to me is that this would mean is that your mount is controlled so it functions on your initiative yet you can direct it to attack, as well as attacking yourself. You both have your full range of actions, but you act on the same initiative and you decide what those actions are. The solution that hit me relies on the way find familiar functions.
First though, here is the relevant additional material provided in the Monster Manual: a Monster Entry.
The monster entries for imps, quasits, and pseudodragons call out that the creatures can voluntarily serve as familiars for spellcasters and end their bond at any time. They explain that a bond is formed that lets them serve as a familiar and provides the following specific benefits: Sense what the familiar senses within 1 mile implied communication also Master shares Magic Resistance trait when within 10 ft.
The sidebar on page of the MM says that a spellcaster than can cast find familiar can have a familiar that is one of standard PHB familiars or another Tiny creature, with the specific and non-exclusive examples of crawling claw, imp, pseudodragon, or quasit. Due to that absence, it is asserted that this bond formed has no actual relation to familars as explained in the find familiar spell.
The notation in the NPC section is either assumed to be applying different rules to NPCs, or is disregarded as of unknown relevance since it is not referenced in the monster entries. Position 2: The argument for position 2 interprets the text in the NPC section as compatible with the text in the monster entries. From this position the Monster Manual tells us a number of things. The first is that being a spellcaster is required to have a familiar.
The second is that, for such a spellcaster, the find familiar spell is required and can apply to a non-exclusive list of additional creatures beyond those listed in the find familiar spell.
The third is that such creatures are specific creatures, rather than summoned spirits. The fourth is that the creature must willingly become a familiar, and may end its familiar status at-will.While playing, I absolutely love having either an animal companion or a mount to join the adventure. Some mounts are savage beasts who prove difficult to tame and control, while others are intelligent creatures capable of forming bonds and connections.
Others, however, are completely homebrewed but can fit into the existing lore of your campaign setting with ease. How you handle giving out these mounts to players is completely up to you. The most straightforward method is to have a city merchant specialize in rare and exotic beasts of the land. They will not cost you more, but WILL help me keep the lights on. The giant salamander is the perfect mount for adventurers who are traveling across a variety of environments.
Though the salamander does not boast the fastest running speed, it does have both a climbing AND a swimming speed. On top of that, as an amphibian, the giant salamander is able to breathe both air and water. Though not poisonous, these creatures feature vibrant colors with dark spots or stripes as a form of Batesian mimicry.
Possible Miniature: Available Here. The large wolverine is a carnivorous predator known for its ferociousness and ability to hunt creatures that are much larger and stronger. These beasts tend to be solitary for the majority of their life — with the exception being when it is time to find a mate. Large wolverines are typically found in forests and sport a light-brown coat all year long. However there are small populations that have migrated into colder regions, and these wolverines will have white fur during seasons of snow.
The mechanical steed is a product of the most advanced and sophisticated gnomish engineering: this marvelous contraption cannot be found anywhere in nature. The automaton is able to cover massive distances without the need to rest and with minimal risk of injury. The mechanical steed is the mount-of-choice for adventurers with a dire need to cover large distances in a short amount of time.
As the leader of giant hornets, these queens are incredibly aggressive and difficult to tame. However, once they are accustomed to a rider they are surprisingly loyal. Due to the risk and danger involved in harvesting larva and royal jelly from hives, hornet queens are rare to own as a mount. Usually found in a moderate climate, these queens live in large nests that can be as large as yards in diameter. Usually found deep in rainforests, these large herbivorous insects are relatively calm and quite sturdy.
Their chitin acts as a type of natural armor which often features rainbow, silver, or golden coloring. Giant horned beetles have an agreeable temperment and are commonly used as beasts of burden by rainforest civilizations.
Though they are not the fastest or most dangerous mount, giant horned beetles are tough and reliable with the ability to both fly and climb. Although the dire jackalope is commonly seen in remote old-growth forests, they are rare to see as a trained mount. Due to their fast speed and ability to jump vast distances without warning, these beasts are tough to catch. Dire Jackalopes primarily survive by eating plants and vegetation, but have been known to hunt small game when resources are limited.
Griffons are graceful — yet powerful — airborne hunters. Although not fully grown, this young griffon could snatch up a large moose in the blink of an eye. Griffons are known to inhabit a wide range of environments, but tend to thrive atop mountains where they can spot potential prey from miles away. Aside from a few royal breeders, the only way to obtain a young griffon as a mount is to hand-raise one from an egg.JeremyECrawford Please answer!
I'm tired of spamming this. If I have a Pegasus from Greater Find Steed then true polymorph it into a Silver Dragon Wyrmling, the wyrmling still has a lifelong bond and has a telepathic link, correct? For example, no rule says polymorphing your supernatural steed has any effect on your bond with it. If Polymorph suppresses charm, and replaces all game statistics, the statistics of the creature from a Greater Find Steed spell including int, ability to speak, telepathic communication, etc.
The bond between the paladin and the steed isn't one of the steed's game statistics. To be clear, I haven't ruled that polymorph suppresses charm person. I said there's no rule and gave a rule of thumb a house rule you might want to use. There is no official ruling on this point. Hey i know im a little late to the party but if you have a day or 2 of down time turn your steed into an object remain concentration untill its permanent then you can cast true polymorph again and use a cr9 creature.
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Best Paladin Spells in 5E Ranked | Paladin Spells 5E Guide
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Roll20 for iPad. Community Toggle Dropdown. Searches must be at least 3 characters. A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range.Top 5 Dungeons and Dragons 5e Rules Everyone Gets Wrong
You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the Equipment created by the spell vanishes in a Puff Of Smoke if it is carried more than 10 feet away from the steed. For the Durationyou or a creature you choose can ride the steed. The creature uses the Statistics for a Riding Horseexcept it has a speed of feet and can Travel 10 miles in an hour, or 13 miles at a fast pace.
D&D 5th Edition
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. This is in some way better than the Find Steed spell. This can be inferred from the names of the spells and the sample mounts it gives us; Find Steed says:.
Your GM might allow other animals to be summoned as steeds. My issue is with the fact that it is not clear what the difference between these spells actually is. It does not explicitly state that one of these spells has a type restriction such as Find Steed only allowing beasts, whereas Find Greater Steed allowing monstrosities, for example; leaving aside that you then override that type with fey, fiend or celestialhaving a restriction on flying or other speeds, or having a max CR in either case.
We can derive a max CR from the sample lists, see Dale M's answer to this questionbut it isn't explicitly stated. For things like druid's Wild Shape this is explicitly laid out, but it is not made as clear for these spells.
However, the Find Steed spell description does state " Your GM might allow other animals to be summoned as steeds. So is the only difference an implied CR increase based on the sample creatures, even though Find Steed wasn't explicitly CR capped to begin with? This is also an issue for characters that already have more interesting mounts for Find Steed prior to the Find Greater Steed spell being "released", so such characters who were awarded, say, a Pegasus by their DM as a Find Steed steed would never have to consider casting the Find Greater Steed spell.
First, some unofficial guidance per Jeremy Crawfordlead rules designer:. Q: The Find Greater Steed kind of bugs me because 5E has so far explicitly avoided 'greater' spells and allowed people to beef up spells by spending larger spell slots.
So why is Find Greater Steed it's own spell? A: Similar to the "greater" spells in the Player's Handbook—greater invisibility and greater restoration—find greater steed provides options that its lesser counterpart doesn't.
Otherwise there would be no restriction on the steeds since "Your GM might allow other animals to be summoned as steeds. Before Xanather's Guide to Everything was published, it makes a lot of sense to use the DM leeway built into the spell to summon more powerful creatures in DM-allowed cases. For example, a 20th level paladin seems powerful enough to be able to cast a spell giving them something other than mundane animals.
Find steed lets you summon a warhorse, a pony, a camel, an elk, or a mastiff. Anything else is up to the DM.
Rules get added and changed. Errata gets published, holes get patched, etc. In this case, a new spell was added: find greater steed.
This spell was clearly added with the intent to be a more powerful option than find steed :. The very existence of find greater steed means that there was a limitation to begin with on find steed or that one was intended.
What reason would the designers create a spell that would essentially replicate the effects of a lower level spell with no benefit? Why create a "greater" version if it can already be done with the original version? The answer: this is because the intent is for find steed to only be used with less powerful steeds while find greater steed would work for more powerful ones. Another reason supporting this is that RAW imply that find steed can summon any steed with a 2nd level spell only.
However, since the designers clearly have rated summoning pegasi and pertyon eg as a 4th level spell-worthy ability, it seems that continuing to allow this would mean that you are severely bending the spell slot economy for this spell only.
Thus, making find steed much more powerful than comparable 2nd level spells. DM should do the same thing that happens when any new rule is added or old rule changed or patched: either accept the new going forward or ignore it and keep doing the way you were doing before.Ask to get involved as a contributor; all interested parties welcome!
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Patron Badge for through 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. MM Basic 14 18 35 41 Speed 50 50 40 50 10 fly 60 40 30 climb 30 0 swim 40 60 60 60 Basic 11 14 17 18 23 25 26 27 42 48 Speed 30 40 40 50 30 burrow 10 30 swim 30 10 fly 50 40 40 climb 40 40 50 40 40 50 climb 40 40 10 fly 60 0 swim 40 40 10 fly 50 MM 80 Speed 10 fly 60 10 fly 60 30 climb 30 30 30 Basic 13 17 23 25 27 Post Rolls.
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I have a player who wants to use "Find Greater Steed" that way, and it doesn't seem right to me. But I know she's going to ask why the telepathic bond between the character and the steed doesn't allow her character to command the steed to attack. Even if you do have to stay mounted on the steed, does it get its own attacks?
Again, that doesn't seem right to me--it looks like the intent of summoning a steed is just to give the PC greater mobility--but if that's so, I don't know what I can point to as a rule to show the player that this is the case. Does a creature serving as a mount retain all its special abilities? For example, if the PC summons a peryton as a mount, can it still do a flyby move and avoid opportunity attacks?
The player has been eyeing this option It all seems way too powerful for a single 5th-level spell. Last edited: Mar 28, Brian Taylor Visitor. So far as I can tell, nothing about the spells seems to suggest the mount can't attack independently of the summoner.
The rules for mounted combat say that intelligent creatures and any summoned steed has an Int of 6 or better can act independently. I see no reason why they would also not have their own attacks and traits.