Phantom steed is one of the Strongest spells in the game! - Advanced guide to Phantom Steed!
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- Опубліковано 2 жов 2022
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Could you do a video about how to optimize your character's speed as much as possible? Maybe mobile tabaxi 10 levels in monk, 5 in elk totem barbarian, and five in bladesinger wizard? How would you build such a character in a campaign starting at level one without losing survivability?
Thanks!
I know the Mobile feat sucks, but I still wanna zoom on-foot at level 6. Because zoomies. XD
@@lightning_11 You cast haste on the Phantom steed. That's it.
@@PackTactics what if you be a paladin with the movement aura on a haste horse.
Find steed and find greater steed are S tier
We once had a Wild Magic Sorcerer cast Phantom Steed off of a surge (we used a custom surge table) in a boss battle we were struggling in. The Steed kicked the boss and then got destroyed. However, the attack the Steed took could have killed a PC, and that one turn of unexpected reprieve allowed us to regain our footing and win the battle. It's one of my favorite D&D memories.
Better the ghost horse gets sent to the glue factory than a pc
@@macmusial3644 Ghost glue only bonds in the Ethereal plane
A thing I like about phantom steed over a regular mount is you can dismiss it when you have to climb a ladder or cross a rope bridge, and cast it again at the other side.
you get to decide the steed's appearance, and it's not a horse, merely a horselike steed. so you could easily give it anatomy that lets it climb a ladder or cross a rope bridge.
@@maxim1482 No. Changing the Appearence doesn't change game statistics. Flavour is free, but you can't give it PowerWord:Death laser eyes, you can't give it wings for flyspeed, so why would you be able to give it functional hands for climbing speed. The Statblock of "Riding Horse" doesn't change, no matter how you describe the phantom steed appearence.
BUT: the riding horse statblock used for phantom steed doesn't have any rules about not being able to climb. So technically, RAW, it can climb just as good as any other creature without a climbing speed. At half speed that is, maybe requiring Strength (Athletic) checks. Or as always, the DM can just deny and say that these rules only apply to player characters, which is fair enough.
@@dsargus3 Ritual cast for a pegasus looking horse... then cast Fly on it. :)
@@ViroMad obv troll is obvious
@@zimzimph that's not trolling. That's using mechanics to enable flavor
I enjoy having the steed take the form of a centaur. It's just flavour, so Larry doesn't get to actually use his hands, and he just says "Neigh" or "Whinny" the way that we would. Not for overly serious campaigns, but my group always appreciates seeing him make another come back as we go from game to game
im now just seeing Red Hare from Fate/Grand Order
get a centaur, replace the "human" skin with horse hide and replace the head with a horses
you now have a basic idea on what he looks like
@@Sawtooth44 what the fuck
But Kobold! Mastifs are superior to mules! Mastifs are good boys
i read that in gators voice
You can't pet the dog in 5e rules as written. You can only make an attack action. - Kobold
@@PackTactics Attack with... gentle fusses? :D
But Owen! I don't want to be crying and useless in combat after my good boy takes a fireball!
@@PackTactics Simply make an animal handling check :)
My first wizard had this spell. I chose phantom steed to travel faster but the first time I used in combat I quickly realized how strong it really is
I am glad that this spell is a ritual so I can save that spell slot for an more important spell or smite
For ritual casting spells on a horse i would invoque the concentration rule. Specifically the "The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell." part. Since you have to keep concentration when casting a spell that has a casting time longer than an action. A full dashing horse seems to fill the bill for me. I would go so far as to make them do 11 minutes times 10 concentration checks. But at least one. So it's not completely reliable, but they have a chance to do it.
Bladesinger Wizards or having War Caster feat, probably not much of a problem
Still, this seems like a fair trade for an hour+ Phantom Steed
Nice idea.
I would rule that if your mount is slow pacing (half speed, 50ft) the CD is 10, full speed CD 20, dashing CD 30.
I know a little bit of riding horses irl and I don't think it is possible to keep the delicate task of manipulating the weave in safe is feasible while dashing on your mount
@@Disruptis99 The PHB specifies that spells with a casting time of longer than 1 action also require you to maintain your concentration
"Longer Casting Times
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, *and you must maintain your concentration* while you do so. *If your concentration is broken, the spell fails,* but you don’t expend a spell slot. If you want to try casting the spell again, you must start over."
@@Disruptis99 From the PHB:
"Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."
While each table should play/enforce rules how ever they see fit, this seems to go against the spirit of the spell. I would 100% require checks for casting from a mount( if the mount is doing anything more then a trot)
As DM, I currently have an NPC use this and have it appear as a Nightmare. The players haven't caught on yet.
In one campaign me and friends did, one player had to go pick up some armor from another town so he tied himself to his phantom steed so he could sleep during the ride, also his ritual for it was just saying "horse horse horse horse" for the time the ritual took
sounds like me when i see cool tanks
horse
as a fellow Wizard, I approve that incantation!
@@FreyOdyssey The player was a paladin if i remember correctly, that campaign was quite a few years ago
I was able to get this spell from a spell scroll for my tomb warlock. It’s amazing.
I'd like to point out a small error I think I may have found. Unless I missed something while reading up on this, the duration of a spell only starts once the spell is complete. So if you ritual cast Shadow Steed 4 times, the first one should still have about 27 minutes left, right?
27 minutes + 1 minute fade out, yeah
That would be correct.
@@renatocorvaro6924 so it's 28 for how long it lasts because that extra minute is added into the time before it vanishes no matter what
Finally, an episode about Garyl!
"Sup, little man. Got any oats?"
I remember planning a robbery, it went something like: cast phantom steed in ally, cast haste on steed, rob store for 12 or so seconds, making sure to just do a smash and grab, then zoom off, being over 2500 feet away after just a minute
Phantom Steed is pog for the ritual casting and the movement. Have you done a video on Greater steed?
Some people seem to think that the Phantom Steed can't die since it fades over 1 minute, but I agree with you. It just means it fades if it has taken any damage, but other than that and its speed it functions just like a normal riding horse.
Yep. Nothing says it can't die, the corpse just takes up to a minute to disappear.
@@renatocorvaro6924 there is no corpse it's an Illusion nothing in the spell says it dies just that if the steed takes damage the spell ends which activates the fading process which specifically calls out that "When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount." Which means you'll still riding it around otherwise it wouldn't mention giving you time to dismount it because there's already rules shown at the beginning of the video for a mount dying and it allowing you to use your reaction to get off as the mount dies so you don't end up prone but as mentioned the phantom steed is an Illusion it doesn't have hp the Illusion taking damage just disrupts the spell ending it preemptively causing it to slowly fade out of existence
@@lucasramey6427it has the statistics of a riding horse including hp
This is one of the spells I try to get every time I possibly can
as a dm, i like it
simplifies overland travel, keeps you busy doing stuff, is hella cool and flavorful
i only demand that the appearance is cool or flavorful, not silly. no longer will people ride into battle on weird four legged rubber ducks
This friday I play a character with phantom steed for the first time, this is just what I needed
I random click right to reset the start of every video you make now and them to know what gonna be the rap/beat of today ^^
I was pretty happy with this one.
My biggest complaint about the spell is that it's clearly meant for overland travel (hence the mention of overland travel rules, and the fact that it ends if the steed takes any damage at all, making any efforts to buff its hp utterly pointless). And yet, it only lasts for 1 hour.
My second biggest complaint is that it has no upcasts, when the earlier edition versions had automatic improvements with caster level. This would be a perfect thing to do with an upcast.
Personally, I would change it to 8 hours duration (if ritual casting an 8 hour duration is too much, make the 8 hour duration part of upcasting to 4th level), and then add upcasts that make it have more hp and better AC as you go to higher spell slots, and also unlock more powers. Ignore difficult terrain with a 5th level slot, let it cast _water walking_ on itself at will with a 6th level slot, and let it air walk (gain a fly speed equal to its speed) with a 7th level spell slot.
I wonder if the 1 minute fadeaway is a holdover from when it used to let you ride across water and eventually fly, in previous editions.
You can "waste" a feat on Mounted Combatant and force attacks targeting the steed to attack you, preserving the steed. Naturally if you don't want to get hit, you can always recast when you have time, but this lets you keep the steed.
and they also get free evasion for their Dex save
Kinda pointless because the steed is an Illusion so it doesn't have hp anyways so if you're using it in combat once it gets hit you can still ride it while the spell gradually fades since the fading part doesn't say that you fall off the steed nor the steed dying just that the spell ends which begins the 1 minute fading process so mechanically you're still riding it around until that 1 minute ends (which usually combat's end before that point)
@@lucasramey6427 Jeremy Crawford confirmed that that's a bad reading of the spell. The spell specifically states that it fades out for 1 minute so that you can dismount, so that's all you can do with it since the spell specially says that's what you can do. While yes it doesn't specifically say that you *cant* keep using it as an invulnerable horse that's a shit argument that can be taken to any number of extremes because the spell also doesn't say that you *cant* give yourself 1 million experience when the horse starts to fade.
@@lucasramey6427 that's where my mind went, but the spell has ended; it no longer has any of its attributes except the dismount if its occupant, which it spells out. Your movement would be ZERO.
@@lucasramey6427 It dies if it takes 13 damage; it has the statistics of a riding horse. Unless you use gethriel's reading, wherein it loses all statistics the moment it dies, and just stands there like a ghostly statue to let you dismount safely.
I didn't know that in 5e the steed will fade away after 1 minute if it's damaged. So now that makes me want to have mine look like an inflatable horse! If it takes damage it sprouts a leak and starts deflating. 😆
This spell alone makes the ritual caster feat very appealing, though the addition of find familiar makes it even higher value
In the old days of 1st edition we always had mules loaded with gear and took them in the dungeon with us
You mentioned mounted and retual casting description when saying that you don't have to be immobile. I'd like to add that the spellcasting description also supports this reading.
Longer Casting TimesPHB p202[-]
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.
I played a wizzard that would ride his pantom steed and have his party ride on tenz flooting disk for mad travel speed.
That's a pretty cool mental image while also being way better casting time wise just remember to not move more than 100 ft a turn away from the disks otherwise the spell ends
I re-slinned my Phantom Steed as a dire weasel for a more kobold-themed mount.
We have two casters chain ritualizing this for a team of 10 phantom steeds pulling our (very much reinforced after the sparkler sled incident…) cart. Lets just say we can book it with a Lot of cargo… and if you think a top speed, max loaded cart wont become a battering ram if needed you would be wrong haha.
So, what I did was ritual cast 3 phantom steeds join a party member on the back on, and ritual cast another steed for when the old one wears off allowing the entire party to travel extremely fast from location to location taking whatever cargo they wanted with them.
This spell is funny because the "creature" (technically an illusion) appears,
Gains actual creature status for the duration (ie. Can move and take actions)
Then when the spell ends it immediately stops being a creature again, then fades after a minute.
(if it didn't say it fades then technically the "steed" illusion wouldn't because it's technically an instantaneous effect,, which is why it specifies that the gear poofs because it wouldn't disappear otherwise)
In other words,
the spell makes a lifelike illusion,
gives it a statblock for an hour,
then once the spell ends it stops being a creature and has a 1 min Killswitch for the technically permanent illusion.
For those confused
Like dragons breath having two ranges (touch/cone).
This spell has two durations (instantaneous/1hr)
though it doesn't mention this, and it's not a creature till it's 1hr effect is active. So if the first paragraph didn't refer to the illusion as a "steed" then the spell's second effect kinda wouldn't work.
Edit: fixed db range
I plan to use this spell to create an Oathbreaker Paladin as one of the Four Horsemen. It'll make a great ghost story.
It just ghost to show you, the designers of this spell weren't horsing around when they were giving this spell its maney upsides.
Boooooooooooooo.
Take my like.
the play test ritual caster feat helps a lot. it removes the extra time to cast rituals.
Non casters can't get access to 3rd level ritual spells anymore though, so that sucks.
That'd be a nice buff to Wizards if they can still ritual cast without preparing.
@@jonathanchapple9651
Arcane tricksters and eldritch knights can get access, it's just so terribly late in the game that that's not a major selling point.
Keep in mind that they removed the ritual casting limitations of 5e in the same playtest. Now if you know a ritual spell, you can cast it as a ritual.
Since the Range of "Phantom Steed is 30 feet, and we're allowing Ritual Casting while Riding... you could just constantly re-up the steeds in transit, do 5 of them, and never stop casting....
A great thing to do is cast invisibility on yourself and the steed while dungeon crawling. The movement is fast enough to where you can go the whole dungon anf just scout
The fading rule is probably so it doesn't disapear on you while you're riding it at top speed around somewhere you don't want to go rolling. Because my DM would definately say that needs some form of fall damage.
That's precisely the reason. When it begins fading, it just stops and stands in place until it's gone.
@@norandomnumbers It stops? I though it stuck around for a minute so you could use it in combat still. It takes damage, it begins to fade, but one may still ride it.
@@ucalove10 "For the duration, you or a creature you choose can ride the steed. -- The spell ends if you use an action to dismiss it or if the steed takes any damage."
As the spell has ended, you can no longer ride it, only dismount it.
@@ucalove10 no you're right the phantom steed is an Illusion meaning it doesn't have any hp so it can't die via damage but damage specifically ends the spell it just takes a full minute for the Illusion to fully disappear at which point when it disappears is when we would use the rules for falling off a mount however keep in mind if you get off the steed when it's fading you won't be able to get back on because the spell is no longer active (btw nothing in the spell mentions you can't control the Illusion while it's fading)
With the lvl 14 illusion ability you can make this real assuming it would take the statblock of what it looked like(a griffin won’t act like a horse) you could make an adult dragon be your per
My party wizard has this. Combined with my totem barbarian elk form at level 7 or 9, the steeds travel at 26 mph cause of the double movement.
When my party's rouge realized that since Tasha if a rouge sacrifice his movement gets an automatic advantage and hence sneak attack every turn and the combined it with phantom stead, your campaign is ruined. :-)
For the very start of the video; What importance does the Mounts' Movements counting as 'Forced Movement' have? It is highlighted at 0:10 in the video to put emphasis on Opportunity Attacks, but the clause for Mounted Combat at the end states Mounts still provoke Opportunity Attacks that can target them or the Rider.
It's pretty misleading and I feel it'd be good to clarify. 💖
Usually specific rules overrule general rules, so I'd say its movement does provoke attacks of opportunities as described in the mounts rules.
It means that only the steed needs to disengage, which leaves you free to do something else with your own action.
@@BuddhaMonkey7 Ah, I didn't correlate the transition from Disengage to "Counts as forced movement' as one statement but two separate bits of info, oops. TY.
Ritual casting it while mounted might sound nice.
But doing this per party member is hell, especially if you have a big group.
You spend 11 minutes ritual casting, then another 11 for the 2nd, etc, but they last an hour.
So you start your 5th mount while your first has 5 minutes left.
So if you have a 6+ party and each want one thats a net loss because youll be ritual casting while mounted.
So stick to 3 and double up on riding. Or more for smaller characters.
when i DM and someone uses phantom steed i like to remove the "horselike" apparance stuff, so the party ride stuff like giant Tortoises, giant spiders, etc
@Pack Tactics Not to mention that if your in the illusion school then that time is halved and it would take 5 minutes instead of 11
No they don't that feature is for copying spells into your spellbook it doesn't mention anything about casting spells or rituals
If taking Mounted Combatant, Melee Attacks are at Advantage if an unmounted target is smaller than mount.
Long Ranged Melee Spell Attacks: Shocking Grasp & Metamagic Distant Spell would qualify.
Same with: Thorn Whip, Inflict Wounds (with MM: Distant Spell), Spiritual Weapon, Bigby's Hand, Arcane Sword, Blade of Disaster, Fathomless Warlock's Tentacles of the Deep, Contagion (w/ MM: Distant Spell)
And the cherry on top, you can opt into Knocking them Unconscious.
Phantom Steed, giving Pass Without Trace a run for its gold xD
In older editions you had to have trained in land vehicles in order to cast. Could throw a wizard in a carriage and as long as it was moving they couldn't cast. Or our DM made that a house rule of his.
How's that house rule worked out? What impacts has it had?
@@firerulezz116 definitely buffs martials
If something gets to 0 hitpoints it should due to unconsciousness and fall prone, so you can use your reaction to jump of it or if you used it for an opportunity attack you fall next to it on the ground.
It's an Illusion so it doesn't have hp unless specifically mentioned like all other Illusion spells (this one says the spell ends if the steed takes damage which begins the 1 minute fading process if the steed had hp it would say "the steed dies if it takes damage")
The one limit I would put on this exploit, is that I would say, is that a creature can't squeeze while being mounted...
Funny enough, it's not actually faster than foot travel on short distances. Over the course of an hour, ritual casting Phantom Steed four times and dashing away covers 4000 feet less than having a party of 30 ft movement people dash the distance themselves. It might be faster if you ritual cast during the ride over a longer period of time, however, as well as having a second caster who can help get out steeds faster (which isn't a big ask in a party of casters)
So. . . you can hook this up to a wagon, right? I mean, a riding steed can pull a wagon? So instead of summoning four horses, riding a few miles, then summoning more horses, you could summon one horse, have it pull the entire party in a wagon, then while riding summon a second horse, hook it up too so that they can travel faster, then about 40 minutes later summon a third horse to replace the first, then a 4th horse to replace the 2nd, and so on, all while riding in the comfort of the wagon. It would require that you keep a wagon around (or have the ability to build one at will), but you at least save on the expenses of maintaining horses.
i rp my phantom steed as some kind of inevitable bike
Speed is insanely good. Even if you don't have phantom steed, I have a Centaur Ranger who is designed so that when necessary she just... runs away and shoots from 600'.
use a bonus action and give your phantom steed dragon's breath too while you're at it
Nobody do this, that looks like a scam account.
Make it look like a dragon while your at it
I love the idea of using the spell, but I want one that is meant for combat rather than shoehorned in. Give me a mount that has enough hit points that they'll survive the first fireball an enemy throws. I don't need 200ft of movement, but I won't complain about a 50ft mount.
Do what we used to do before 4E - research your own spell. Call it "Cybermage's Combat Steed", it has 30hp + 10 per spell level, lasts for one minute, and takes a bonus action to cast. Your DM might want it to require concentration and that's fine, but any more nerfs should reduce the spell level.
Then use find greater steed for a pegasus
You still have the steed for a maximum of a minute due to fade out mechanics explicitly on the spell.
Just don't dismount it in that minute.
Tremendous spell and a must have for martials (read rogues) to move into and out if range. Assuming use of Tashas, Rogue taking steady aim moves into range delivers sneak damage and then kites away.
Question though does phantom steed move immediately after rogue on initiative. If so Rogue would be forced to burn reaction in order to ready attack action. Meaning the reaction would not be available for safe dismount if Phantom steed is knocked prone or provide opportunity for uncanny dodge reaction. It goes without saying that readied attack sneak attacks are currently deemed incapable of working via the latest 1dnd UA hot takes. Unbelievable.
honestly it's reasonable. if it's meant to be once for your turn, trying to abuse it by doing it on other turns, feels like mechanics manipulation that they want to Crack down on. if this is going to be consistent across all classes and monsters, it's all fair.
@@werewolfjedi38 re reasonable disagreed completely, and in contravention to relatively modern versions dnd/pathfinder from 3.0 forward where any attack that qualifies regardless of attack of opportunity or normal applies sneak damage.
Still early to see but between this and rumors of elimination of -5/+10 for master feats, martials are getting the shaft.
You can just control it on your turn no one's going to throw a fit if you do
@@lucasramey6427 technically you would not be allowed to if the steed is intelligent (and independent) has initiative count after yours and your intention is to attack when within range (melee or ranged attack) you will have to ready an action to attack and attack on the phantom steeds movement/turn.
Likewise if your rogue has a familiar doing a flyby help action, the rogue is attacking using a readied attack w/ advantage on the familiars turn, not the rogues.
Current one dnd UA rogue implementation is immensely moronic.
If you cast it four times, you have 27 minutes left, not 16. You counted the casting time of the first one.
I'd rather work with other casters and summon a herd of them and then just be like, "go the way and stampede"
I had a warforged paladin that had a phantom steed. I gave it neon holographic mohawk.
Nice that sounds awesome hope you enjoyed the character
Sharing magic steeds, I tried to do that with summon steed. Rules and sage says no. Sadly only paladins can share the magic to cast that spell with other paladins through class specific spell scrolls. Bards can yoink the spell for themselves, but still cannot make scrolls usable for the rest of the party. Still, a 'summon steed' mount is great with a caster.
Also make sure to pair phantom steed with tenser's floating disk when possible so that the lighter party members can huddle up, letting you move at 10-13mi/h on fewer rituals.
Those rules only apply with Find Steed/Find Greater Steed, as those spells function very similarly to Find Familiar in that you can't have more than one at a time, which is specified in the spell's description.
However, Phantom Steed makes no such specification - The steed doesn't go away if you summon another one, so it's theoretically entirely possible to make enough for your party.
On a somewhat different note, I enjoy the 6th-level Illusionist Wizard ability, "Malleable Illusions", in combination with this spell - Doesn't do anything besides allowing you to change the mount's appearance whenever you want, which is cool for flavor.
Kobold, unrelated, but just calculated the "broken" new ranger makes 2.25 more damage than tasha's ranger (6.2 more damage than PB ranger) AT LVL 18 AT TURN 2. Not even concentration free and extra damage can save this spell
0:38 if your mount dies its falls prone like everything else does when it dies. use the rules for knocked prone
Yes but the phantom steed is an Illusion it doesn't have any hp nor is it alive (so it can't die) otherwise the spell would say "if the steed takes any damage it dies"
I'd love to hear an expanded breakdown of why "mobility sucks".
If you know how mounts work then you understand why mobility is a very bad feat.
Am I missing something for Bladesingers using Find Steed? Find Steed isn’t on the Wizard spell list. Or are you using the Ritual Caster feat?
He said phantom steed was the reason he didn't mention mobility for bladesinger's not find steed
Ah my mistake
I was wondering if we give THP to phantom steed, would any damage buffered by the THP makes the steed not considered damaged?
It doesn't have any hp in the first place it's an Illusion it's why it doesn't mention in the spell the steed dying if it's damaged but instead says the spell ends if the steed takes damage (which begins the 1 minute fading process before it fully leaves) however if it was the former instead of the later then yes temp hp would work since if you have temp hp and an amount of damage only takes out the temp hp the creature doesn't take damage (it's the same reason why temp hp is great for character's who concentrate on spells because their actual hit points need to be damaged in order to prock a concentration save)
@@lucasramey6427 I agree it's a product of illusion school of magic, the description says creature though. Nothing says it doesn't have any hp "The creature uses the Statistics for a Riding Horse, except it has a speed of 100 feet and can Travel 10 miles in an hour, or 13 miles at a fast pace."
@@TheodoreManthovani nothing in its description says anything about the steed dying either and it'd be pretty strange if you can create a fully living being with an Illusion spell like imagine creating life simply for the purpose of being a ride and then 1 hour (and 1 minute) it's completely atomized from existence
@@lucasramey6427 Not saying anything about alive or dead or dying, only pointed out the description literally says creature with stats. The reasoning would point out that illusion creatures only behave like creatures so they can't receive THP does sound.
Best part is, -if- When they die, you can just re Summon them, instead of buying a new one!
Still think Ashton’s subclass is still pretty balance now that you know he can teleport around from range it while raging?
Oh he got teleport at level 6? I wanted him to get a feature that knocks flying creatures out of the sky but whatever. Yes, I still think Ashton's subclass is balanced. I would personally boost it more though.
@@PackTactics well yeah he seems to teleport himself, but also he can turn his attacks ranged attacks as well. His rages seems to have 4 functions when he rolls his d4.
So not only does he have that gravity aura, the ability to Blur himself, and… I forget what the other function is. He can now teleport around as a bonus action and if he’s still not close enough he now can attack from range, just cuz and the kicker? He got all of this at level 6. Idk man that seems pretty broken to me
@@wyattfrye8262 not really it sounds great for him but not broken in the slightest since a barbarian pretty much gets knocked out of the fight if they can't manage to keep up their rage and the only meaningful source of ok damage they got is restricted to strength based melee attacks so any mobile enemy faster than the barbarian can completely kite and ignore them since barbarians have no good source of ranged attacks the best they have are javelins which have a normal range of 30 and it deals 1d6 damage and you might as well not be doing anything if you have to resort to that with a teleport and ranged option he has a way to stay next to an enemy and if he's not close enough to melee he'll be able to keep his rage from the ranged attack
If the mount dies, it typically falls prone (I guess a summon would be an exception) so you would need that check
No because it's doesn't go away until after a minute of the spell being over as mentioned "When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount." So from its wording we're still riding it around since it isn't a living creature it's an illusion that's beginning to fade out of existence it doesn't even have hp so it can't die naturally so we can still control it as if nothing happened for 1 minute it specifically says the spell ends if the steed takes damage or you use your action to dismiss not "the steed dies if it takes damage" it which begins the 1 minute process of it fading away since both events cause the spell to end
Edit also it isn't a summon it's an Illusion not a concentration spell hence why it has no hp
I'm not sure if it has been pointed out, but if the steed takes damage, you still have it for one minute before it finally disappears, although it would become unconscious if it drops to 0 hp, of course.
@@derekstein6193 The last sentence does not say that it ends immediately, but that it ends and the previous sentence says says that when it ends, it gradualy fades. It doesn't say that this happens only when the duration runs out. However, it might be interpreted in a way that the mount becomes unusable immediately when the fading begins.
@@derekstein6193 no it says the spell end if it takes damage or if you use your action to dismiss it which leads to the sentence before that which says that when the spell ends the steed begins to gradually fade giving the rider 1 minute to dismount before it vanishes, no where in the spell says the steed instantly vanishes
The steed is an Illusion it doesn't have any hit points nor is it alive since it's an Illusion and because it has no set hp it doesn't go unconscious when it goes into the fading period meaning it's still a fully functional mount until that 1 minute passes when it poofs out of existence (if you're still riding it you'll have to use your reaction to land or you fall prone as normal when you fall off a mount)
@@lucasramey6427 The spell says that it uses the statistics for a riding horse, and those statistics include hitpoints. It also says the horse is "quasi-real", which points toward it being more than just an illusion.
It's only in the wizard spell list tho...
You could just cast it one and use a carriage.
Yeah, you can have 4 PS running simultaneously, but that first PS has used up 33 minutes of it's use just standing there while you cast it (ritually) three more times. Once you have all four and are travelling you have to stop *every* *eleven* *minutes* for one of the party to swap out the fading one for the fresh one you just cast.
That's enough for multiple fights. Spirit guardians for example lasts 10 mins.
As for travel, you can just never stop ritual casting for the most part.
You could also share horses and hop on the fighters horse and ride with by strapping yourself on or better yet if your small I believe there’s no rule against you mounting another player who’s mounted
@@nicmalugin9287 I had an image of those Nesting Russian Dolls. 0.o
Taking the Mounted Combatant feat basically gives the mount Evasion instead, so you're set for avoiding AoE Fire and Lightning spells!
Your main weakness when riding the Phantom Steed is AoE spells like Thunderwave, which require a CON save and not a DEX save-- damage for the mount is unavoidable in that case.
Just don't be in the AOE. :p
@@SCh1m3ra But if you're specifically targeted, there isn't anything you can do to avoid the damage unless you or a party member Counterspells the Thunderwave or other AoE
It's not like you can choose what your enemy does, unless you put yourself in a very specific position that discourages self-destructive behavior, like riding your Phantom Steed into mines where you can suffer a cave-in
And even then, it's entirely possible that a desperate enemy will cast it anyway, as a surefire way to kill you
@@nucleargoofball8043I was attempting to be a goof. Sorry.
Dash is a *combat* Action. I do not think that you can Dash repeatedly for an hour outside of combat.
The spell reads as follows: “The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace.” Therefore I believe that is the fastest you can travel.
While I agree that you can't just say 13 miles at a fast pace, but I dash every turn instead for 26 miles, there technically isn't anything that says I can't take the dash action every 6 seconds. So rather than stating "I travel at a fast pace" you have to say you're dashing for 120,000 rounds, which still gets you around 23 miles per hour. yes, the paces for distance per hour *imply* prolonged move speed, there isn't anything stopping you from actively dashing instead (RAW wise. I'd side with any DM who says that's too tiring)
You can take actions outside of combat and dash is an action however traveling is a different thing entirely so dashing doesn't effect the "10 miles at a normal pace 13 at a fast pace in 1 hour"
@@Magic-nx2fb The rules around Chases in the DMG, 253, suggest that constantly taking Dash is not possible due to getting tired.
@@byrongsmith They do *imply* that it's not possible, which is why I stated that RAW there's nothing against it. A chase requires (as written) a quarry and a pursuer, so if this is not the case, it's not a chase, and there is no obligation to follow those rules either.
@@Magic-nx2fb There's never an obligation to follow rules. But the chase rules can perhaps illuminate RAI, since what's so different about chasing after a quarry (or running away from a pursuer) that leads you to tire so easily (if you could otherwise keep that pace up for hours)? Nothing. Hence, RAI, you can't Dash for long periods. The travel rules can't be circumvented by just saying, "Fast travel pace is too slow, I'm just going to sprint for a few hours".
2:56
Problem with mounts is turn order.
You can't move. Attack. And move again.
As that would mean your mount moved. Ended it's turn. And then you went.
Actually, that's not quite how it works - You can either control the mount, or allow it to act independently. Intelligent mounts, such as dragons or the party Barbarian, act independently
A mount that is acting independently takes its turn on its own initiative count, and has no restrictions on the actions it can take.
However, a controlled mount uses your initiative for as long as you're mounted on it and in control. This allows you to use its movement speed instead of your own. However, the only actions a controlled mount can take are Dash, Disengage, or Dodge.
The kicker is that a mount can be controlled in this way "only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training." Phantom Steed calls forth a quasi-real illusion of a Riding Horse, which has been trained in this manner, so you can control it in this way, more or less giving your 100ft of movement speed while it Dodges or Disengages, or 200ft while it Dashes.
The only thing I can imagine after watching this video is Made in Heaven in D&D. Can anyone else see it?
Still waiting for the chaotic good kobald that spreads misinformation on how to optimize spells in order to fix balancing themselves
Banning this spell
A cavalier's best friend is anyone who knows how to cast Phantom Steed.
The cavalier could pick up ritual caster and be the person with phantom steed that way they wouldn't need to worry about their combat mount dying in combat (even though cavalier's don't even need a mount for combat lol)
@@lucasramey6427 That also works. Mounts are fantastic for combat mobility, though!
Steedwork makes the dream work! :D
cool
Algorithm bump
Indeed
Bump bump bump
If the steed takes any damage, the spell ends. All effects, except for being able to dismount normally end. The steed cannot move or be used in combat at that point.
Dash in the squeeze!
Dos the steed have any HP stats, otherwise it could tank any hit and then carry you 1200 feet away.
It doesn't have hp it's an Illusion only the spell ends if the steed takes damage which gives the steed a 1 minute timer before it vanishes and you fall off your mount if you're still riding it by that time unless you use your reaction to not fall prone
@@lucasramey6427 thanks for the answer, Pack showing the horse statblock confused me there.
In reference to the open terrain part, I can confirm that if you can go up against an enemy without ranged options and be almost guaranteed to win.
For context, I was playing a ranged fighter with a longbow and a riding horse mount, went to fight some wolves and was able to kill dozens without risking death just by having the horse dash (max distance of 120 ft. because it was a riding horse) at the wolves who couldn’t catch up (normal wolves can travel up to 80 ft. per round while dashing whereas dire wolves had a speed of 100 ft. when dashing). Oh, I almost forgot to mention that this character was level 2 and solo.
it's almost like this is how wild horses escape predators.
This has been a thing in DnD forever. Back in 3.5, my favourite example of WotC's poor grasp of appropriate challenges was "Gargantuan Monstrous Scorpion: brutal melee slugfest for a 14th level greatsword Fighter, interesting intellectual exercise for a 3rd level horseback archer".
Twenty years and they still haven't figured out that enemies without an answer for ranged combat fold like cheap cardboard.
ok, but what about command undead spell the necromancy wizard has?
It's not a spell thats a feature they get at 14th level
You can fit both this and find steed into a spell storing ring.
Get a Pally to put find steed in a ring a wizard or however you can manage it to put a phantom in there too.
Pally recasts into the ring so if you manage to lose it you can get it back. If you know you're at risk back line the found steed and use the phantom as a disposable tricycle.
Kinda smurfed out but I see nothing in the rules against it other than you can only have one at a time which is circumvented by the ring casting which turns the ten minutes for either into an action.
It's also a good way of using a rest off cast other than your typical good berries, or shield into a ring. Also brings in teamwork making the dream work type roleplay which is always awesome.
No boo atunenent.
Ugh I dunno people store shield and stuff all the time for other people.
To cast a spell from the ring, you must use the casting time of the spell.
The squeeze. Man in cave. Shudder.
Lol. That was a very good video but also horrifying.
@@PackTactics I wish my dungeons were as scary as Sand Cave
I don't know why I thought the steed could fly, like it needed any more power
it could in 3.5
Like, is it a spell that is potentially very strong? Yeah. Would anyone actually do this strategy if they were a real person? Not unless they're in a situation where they absolutely need to be as fast as possible. We're talking an absurd amount of time and dedication of thought, for hours, just to not have to buy horses. Imagine a road trip where you need to spend two thirds of the time doing repairs of the car while driving
I buy and use mounts every game. It takes no time.
the 1 minute fade away is to prevent the "Ok, its been an hour, your horse disappears and you are now moving at 200fpr without a horse. Good luck with the ground!"
I might be wrong but i don’t think it dies if it takes 13+ damage since the spell says ends on ANY dmg and After ending 1 min fadeaway. I dont think it matters how much damage it takes
The spell also says it is identical to a riding horse. If it takes enough damage to die or fall unconscious, it dies or falls unconscious. The body might take a minute to disappear but the steed is still down.
@@renatocorvaro6924 it's also an Illusion and Illusions aren't alive so they can't die or fall unconscious it brings up it using riding horse stats for the purposes of ac and saving throws because it's easier to say "use x statistics rather than create a whole new statblock for this illusion it's the same reasoning for the pre tasha's summoning spells
Can you ride Gator into battle?
Also, the steed isn't destroyed if it takes damage. As I read it, even if it takes 500 damage, it will still take 1 minute to vanish, in which time you can use it as a normal mount since it does not say otherwise. So correct me if I'm wrong, but the mount is immune to all damage for 1 minute from the point where it takes the first instance of damage.
"when the spell ends the steed gradually fades, giving rider 1 minute to *dismount* "
Once your steed takes any damage the spell ends and you can no longer make it do anything, the only thing you can do is dismount.
Nowhere does it say that it's immune to damage while fading, it does however say that "the creature uses the statistics for a riding horse" which can absolutely be killed in one hit
on the 1 minute dismount, do you have to get off first thing, or can you try to finish the fight in 10 rounds?
You can stay on it, if you want. But it no longer has movement.
any competent DM will say that the mount dies. The mount uses the statistics of a riding horse, which means that it can die, like a riding horse. You can't remain on a dead mount.
Sadly only available to Wizard, Arcane Trickster Rogue, Eldritch Knight Fighter and Undead Warlock. Really great spell. The spell ends if the steed takes any damage, but fades over 1 minute. It actually doesn't specify that the steed disappears if it dies. Or that it can die at all considering it's "quasi-real". It specifically states you have time (1 minute) to dismount, which suggests that the horse remains upright and is able to be ridden during that time. So we can assume that when the spell ends or if the creature takes damage and/or dies, we can continue riding it for 60 seconds or 10 rounds of combat. Consequently, Phantom Steed works as a sort of immortal combat mount. You could also potentially hop off of them between rounds and take partial cover behind them. Once the day is won, we bid them bitter-sweet adieu. Then ritual cast up some more. :D Welcome back, buddy!
"Statistics of a riding horse" includes hp. So it can die because it has the hp of a riding horse.. A creature falls prone when it falls unconscious.
It's also technically available to any warlock with the pact of the tome and the ritual invocation if he can find a scroll or a wizzard book to copy it from.
@@Niyucuatro It's also good enough to warrant spending a feat on Ritual Caster (you could grab some extra goodies like Find Familiar, Tiny Hut, Telepathic Bond and Alarm)
@@Niyucuatro That's true! It's probably available the other usual ways like Bard's magical secrets.
Due to the wording you can only mount the horse when the spell is active so you wouldn't be able to get back on it once it's taken damage but for everything else absolutely correct
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When a creature is reduced to 0 hit points, it either dies or falls unconscious. In BOTH cases it falls prone as it hits 0 hit points, so you can either land prone or use your reaction to land on your feet if your mount dies
That's not the case for Phantom Steed. The spell specifically says you are given one minute to dismount. If it dies outright then it doesn't fall prone, it literally just stops existing as per the spell.
So while yes there would be some kind of check as you suddenly aren't on a horse anymore it has nothing to do with unconscious falling prone rules and more to do with fall damage rules.