# Find Steed *2nd-level, Conjuration* - **Casting time:** 1 action - **Range:** 30 feet - **Components:** 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](10.%20Mechanics/bestiary//otherworldly-steed-xphb.md) 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](initiative-xphb.md) 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](conditions.md#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](hit-points-xphb.md) 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. ## Summary **Classes**: [Paladin](list-spells-classes-paladin.md); [Paladin](list-spells-classes-paladin.md) *Source: Player's Handbook (2024) p. 272. Available in the Free Rules (2024)*