Stop Breaking Immersion to Take Notes — Loreify captures your sessions automatically while you play.

    Never Lose Track of Your Campaign — Join 250+ DMs using Loreify. Notes ready in 5-10 minutes.

    Quick Answer

    Find Steed is a 2nd-level conjuration spell for Paladins. In the 2014 rules it takes 10 minutes to cast and summons a spirit in the form of a warhorse, pony, camel, elk, or mastiff. The steed uses that animal's stat block but is a celestial, fey, or fiend, has at least 6 Intelligence, and understands one language you speak. It stays until it drops to 0 hit points or you dismiss it. In the 2024 rules it takes an action and summons a creature with its own Otherworldly Steed stat block, which gets stronger with the slot level.

    Overview

    Find Steed gives a Paladin a permanent mount. The duration is Instantaneous, so the steed needs no concentration and doesn't vanish after an hour. The two editions build it very differently:

    2014: The steed takes one of five forms and uses that creature's statistics. You pick the form, and the rider's size limits the choice, because a mount must be at least one size larger than its rider.

    FormSizeACHPSpeedAttackRider
    WarhorseLarge111960 ft.Hooves +6, 11 (2d6 + 4), Trampling ChargeMedium or Small
    ElkLarge101350 ft.Ram +5, 6 (1d6 + 3), ChargeMedium or Small
    CamelLarge91550 ft.Bite +5, 2 (1d4)Medium or Small
    PonyMedium101140 ft.Hooves +4, 7 (2d4 + 2)Small
    MastiffMedium12540 ft.Bite +3, 4 (1d6 + 1), knock proneSmall

    The riding horse isn't on the list. The spell does say your DM might allow other animals.

    2024: The steed always uses the Otherworldly Steed stat block. It can look like any Large rideable animal you choose, such as a horse, camel, dire wolf, or elk, but its numbers come from the spell's level, not from that animal. Since it's always Large, the Medium pony and mastiff aren't options.

    Stat Block

    PropertyValue
    Level2
    SchoolConjuration
    Casting Time10 minutes
    Range30 feet
    ComponentsV, S
    MaterialNone
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesPaladin

    When NOT to Use This

    • •You need it mid-fight under the 2014 rules. A 10-minute casting time means you summon it before combat or not at all.
    • •The adventure is in tight tunnels. A Large mount in a 5-foot corridor has to squeeze.
    • •You'd use your last 2nd-level slot on it right before a fight where you need smites or Aid. In 2014 the steed persists, so cast it during downtime instead.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent. One slot can give you a mount for days or weeks, as long as it doesn't drop to 0 HP.
    Action Economy10 minutes in 2014, an action in 2024.
    Opportunity CostLow in 2014 if cast during downtime. In 2024, Paladins get a free casting each Long Rest from level 5.

    When worth the slot: Always, for a Paladin who fights mounted or travels a lot.

    Upcasting

    In the 2014 rules, Find Steed has no higher-level effect. In the 2024 rules, the steed's stat block uses the slot's level:

    Spell levelPaladin levelACHPHit DiceSlam damageFly speed
    2512252d101d8 + 2No
    3913353d101d8 + 3No
    41314454d101d8 + 460 ft.
    51715555d101d8 + 560 ft.

    Pro Tips

    Tip #1: Cast it during downtime (2014).

    Why it works: The steed stays until it drops to 0 HP or you dismiss it. Cast it the evening before an adventure and you start the day with a mount and all your slots back after a long rest.

    This avoids the mistake of: Spending 10 minutes casting in a dungeon.

    Tip #2: Pick the form for your size and terrain (2014).

    Why it works: The warhorse is the fastest and toughest form (60 feet, 19 HP). A Small Paladin can instead take a Medium pony or mastiff, which fit 5-foot corridors without squeezing.

    This avoids the mistake of: Taking a Large warhorse into a goblin warren.

    Tip #3: Share your self-targeted spells (2014).

    Why it works: While mounted, any spell you cast that targets only you can also target your steed. The 2014 Range rules call spells that "affect only you" Self-range spells, so Divine Favor (range Self, +1d4 radiant on weapon attacks) qualifies, and the warhorse's Hooves get the bonus too.

    This avoids the mistake of: Forgetting the steed can benefit from your buffs.

    Tip #4: Use the telepathy.

    Why it works: In both editions you and the steed communicate telepathically within 1 mile. It can scout ahead or wait out of sight until called.

    This avoids the mistake of: Leaving it in town whenever you go indoors.

    Common Mistakes to Avoid

    Forgetting the steed can act independently (2014)

    Why it's bad: The 2014 mounted combat rules let a rider either control a mount (your initiative; only Dash, Disengage, or Dodge) or let it act independently (its own initiative; it can attack). Independent is always an option, so the steed's Hooves and Trampling Charge are available. The rules add that "intelligent creatures, such as dragons, act independently," and the spell calls the steed "unusually intelligent" (Intelligence 6) without saying whether that rules out control.

    Do this instead: Let it act independently when you want its attacks. Whether you can also control it, for example to Disengage on your turn, is a DM ruling, not rules text.

    Forgetting it disappears at 0 HP

    Why it's bad: In 2014 the steed is fragile: 19 HP for a warhorse, 5 for a mastiff. Enemies can attack it directly, and when it provokes an opportunity attack while you ride it, the attacker can choose you or the mount.

    Do this instead: Keep it out of the front line when you're not riding it, and recast after it falls.

    Usage Tips

    • •Worked example: 2014 warhorse vs owlbear. Acting independently, a warhorse's Hooves (+6) hit an owlbear (AC 13) on a 7 or higher, 70% of the time, for 11 (2d6 + 4). If the warhorse moved at least 20 feet straight toward the owlbear before that hit, Trampling Charge forces a DC 14 Strength save. Its Strength save is +5, so it needs a 9 and is knocked prone 40% of the time.
    • •Worked example: 2024 steed. A 5th-level Paladin with 16 Charisma has a +6 spell attack bonus and a spell save DC of 14. While ridden, the level 2 steed is a controlled mount and can't Slam, but its bonus action is free: a fiend steed's Fell Glare forces a DC 14 Wisdom save; the owlbear (+1) fails on a 12 or lower, 60% of the time, and is frightened until the end of your next turn. Unridden, its Slam (+6) hits the owlbear (AC 13) 70% of the time for 1d8 + 2 (6.5 average).
    • •Life Bond (2024): When you regain hit points from a level 1+ spell, the steed regains the same amount if it's within 5 feet of you. A Cure Wounds on yourself heals both of you.
    • •Related guides: Aid and Cure Wounds. Browse the full spell guide index.

    Rules Notes

    • •2014: The steed is a celestial, fey, or fiend (your choice). If its Intelligence is 5 or less, it becomes 6, and it understands one language you speak.
    • •2014: While mounted, spells you cast that target only you can also target the steed. The Range rules separate spells that "target only a creature (including you) that you touch" from spells that "affect only you" (range Self), so Self-range spells qualify. A touch spell like Cure Wounds cast on yourself targets "a creature," not only you, so the text doesn't extend it to the steed.
    • •2014: At 0 hit points the steed disappears and leaves no body. You can dismiss it as an action, or release it from its bond as an action. Casting the spell again summons the same steed at full hit points. You can't have more than one steed from this spell.
    • •2024: The steed disappears at 0 hit points or if you die. Casting the spell again replaces any steed you already have.
    • •Telepathy with the steed works within 1 mile in both editions.

    Synergies

    • •Aid: The steed is a creature. Aid's extra hit points help a fragile mount.
    • •Lances: A lance needs only one hand while you're mounted, leaving the other for a shield.

    Anti-Patterns

    • •Summoning a Large steed for a dungeon full of 5-foot corridors.
    • •Letting the steed tank hits it can't survive.

    Tactical Modules

    • •Scout and report: Send the steed ahead and use telepathy to learn what it sees.
    • •Getaway (2024 fey): Fey Step teleports the steed and its rider up to 60 feet once per Long Rest.

    Countermeasures

    • •Threat: Enemies focus the mount. Response: Dismount and fight on foot. Fallback: Recast after combat.
    • •Threat: Protection from Evil and Good on an enemy. Response: Remember it works against celestials, fey, and fiends, so the steed's attacks have disadvantage against that creature. Fallback: Attack a different target.

    Find Steed in the 2024 Rules

    The 2024 Player's Handbook keeps Find Steed as a level 2 conjuration spell for Paladins with a 30-foot range, V and S components, and an Instantaneous duration. Almost everything else changed.

    The casting time is now an action. The steed uses the Otherworldly Steed stat block (AC, HP, and fly speed by level are in the Upcasting table): a Large Celestial, Fey, or Fiend, chosen each time you cast, with a 60-foot speed, Strength 18, Intelligence 6, telepathy within 1 mile that works only with you, and your Proficiency Bonus. Its Otherworldly Slam uses your spell attack modifier and deals 1d8 plus the spell's level as radiant (Celestial), psychic (Fey), or necrotic (Fiend) damage.

    Each type gets a once-per-Long-Rest bonus action. Celestials have Healing Touch (2d8 + the spell's level to a creature within 5 feet). Fey have Fey Step (teleport with the rider up to 60 feet). Fiends have Fell Glare (Wisdom save or frightened until the end of your next turn). The steed also has Life Bond.

    In combat it shares your Initiative count and is a controlled mount while you ride it, so its action options are Dash, Disengage, and Dodge. If you're Incapacitated, it takes its turn right after yours and acts independently to protect you. It disappears at 0 hit points or if you die, leaving behind anything it was wearing or carrying. Casting the spell again replaces the old steed, and you choose whether to bring back the one that disappeared or a different one.

    The controlled-mount rule limits only the steed's action (Dash, Disengage, or Dodge). Bonus actions aren't actions, so a ridden steed can still use Fell Glare, Fey Step, or Healing Touch, and Fey Step's text expects a rider. When nobody rides it, it isn't a controlled mount, so it can Slam; the spell doesn't say who chooses its actions then (a DM ruling, not rules text).

    Paladins get Faithful Steed at level 5: Find Steed is always prepared, and you can cast it once per Long Rest without expending a spell slot. Only a higher-level slot raises a spell's level, so the free casting makes a level 2 steed. Cast it with a slot to get a stronger one.

    Frequently Asked Questions

    What forms can Find Steed take in 5e?

    In the 2014 rules: warhorse, pony, camel, elk, or mastiff, and your DM may allow other animals. In the 2024 rules the steed uses the Otherworldly Steed stat block and can look like any Large rideable animal you choose, such as a horse, camel, dire wolf, or elk.

    Can Find Steed summon a riding horse in 5e?

    Not from the 2014 list, though the DM can allow other animals. In 2024 the steed can look like a horse but uses the Otherworldly Steed stat block.

    How long does Find Steed last in 5e?

    Its duration is Instantaneous and it needs no concentration. In 2014 the steed stays until it drops to 0 hit points or you dismiss or release it. In 2024 it stays until it drops to 0 hit points or you die.

    Does the Find Steed mount act independently in 5e?

    In the 2014 rules it can: any rider may let a mount act independently, and the rules say intelligent creatures do. Whether the Int 6 steed can instead be controlled is a DM ruling. In the 2024 rules it's a controlled mount while you ride it and acts independently only if you're Incapacitated.

    Can a Small paladin ride a Find Steed pony in 5e?

    Yes, in the 2014 rules. A mount must be at least one size larger than its rider, so the Medium pony and mastiff carry only Small riders. The 2024 steed is always Large.

    What happens when your Find Steed mount dies in 5e?

    It disappears at 0 hit points. In 2014 it leaves no body, and recasting brings back the same steed at full hit points. In 2024 it drops whatever it was carrying, and on recasting you choose the same steed or a different one.

    Can the Find Steed mount fly in 5e?

    Not in the 2014 rules, unless your DM allows a flying form. In the 2024 rules it gains a 60-foot fly speed when cast at level 4 or higher, which a Paladin can do from level 13.

    Is Find Steed worth it in 5e?

    Yes. It costs one 2nd-level slot and can last for weeks. In 2024 it becomes a free daily casting at Paladin level 5 and scales into a flying mount. In 2014 the warhorse is fast and hits hard when it acts independently.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

    Ready to Stop Forgetting Your Campaign? 7-day free trial. Zero effort. Zero forgotten details.