D&D 5E Seems familiar...

Interesting. Nowhere did the rumored spell descriptions (as they reached me) mention anything about using higher level slots to summon different/more powerful mounts. I wonder if the description was just garbled in the game of telephone that is the grapevine (probably); or if those rules were cut (hope not), or moved to somewhere else (which I'd be okay with, long as we still got 'em).
 

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I don't have the stats, but I think it fair to assume as you bind to more powerful steeds, the hps go up.

What I mean is Giant Bat or a Giant Eagle is likely to have more hps then a stag, war horse, pony, or war dog, and a Unicorn or Nightmare is likely to have more hps then a Giant Eagle or Giant Bat.

Also think on this, using the Fey Knight as an example, your steed will benifit, as long as your conscious, from Aura of Protection, that's your charisma mod to all your mounts saves, Aura of Warding (unique to the Oath of the Ancients), means your mount enjoys resistance against damage caused by spells. Cast Deathward on yourself and it will effect, your mount too, Death Ward means if you get hit by a save or die spell, you don't die or if you take damage that drops your hps to 0 you don't die. It lasts 8 hours, but it ends once it saves you. And of course Mounted Combatant is great. And if that fails you and your mount still ends up dead, cast find steed again and he's back with full hps.

A couple of cool spells that are interesting with your mount, the Avenger gets haste, which means if you cast it on yourself your mount is hasted as well. The Fey Knight gets Treestride which means you and your mount can walk into one tree and exit out another, once every turn for a minute. Fey Knight also gets stoneskin, resistance against Piercing, Bludgeoning, and slashing damage for an hour, as will your mount, Protection from Elements cast it on yourself and your mount benifits too, and Speak to Animals which will allow you and your mount to speak with animals, just some examples using Oath Spells.
 

Interesting. Nowhere did the rumored spell descriptions (as they reached me) mention anything about using higher level slots to summon different/more powerful mounts. I wonder if the description was just garbled in the game of telephone that is the grapevine (probably); or if those rules were cut (hope not), or moved to somewhere else (which I'd be okay with, long as we still got 'em).

Its right in the spell description, bolded higher spell slots and it says Giant Eagle or Giant Bat when used in a 4th level slot or a Nightmare or Unicorn in a 5th level slot.

Honestly I'm guessing Unicorns and Nightmares will have thier own magic powers, a possible teleport for the unicorn and/or healing magic, and the Nightmare will get some kind of Fire Attacks and maybe ethrealness and both thier melee attacks will count as magic. Possibly they might get somekind of transportation magic to make up for the fact that they don't fly like the Giant Bat or Giant Eagle.

I'm also curious as to what effect changing the steeds type to Fey, Celestial, or Fiend will have on mounts and familiars aside from making them more vulnerable to magic that targets those types, because there are enough spells like that that havinv your mount become that type seems more like a negative then a positive.
 

Oh, I believe you. Just wondering why that part of the info didn't reach me when a more general description of the spell did. Like I said, I'm guessing either garbled in communication or some sort of last-minute juggling of info. (I mean, it's not like a lot of other stuff from the playtest wasn't moved from the PHB to the DMG or MM.)
 

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