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Spiritcaller’s Whistle

Ring, uncommon (optional attunement)

Component: Celestial bone

Visions of lovable sort. Could this be a hero? In short, praise the horse!

Spectral Steed. As an action while wearing this ring, you can cast the find steed spell, summoning a spirit that takes the form of a spectral steed*. When you cast the spell in this way, you can choose to immediately mount the steed if it appears in a space within your reach. Once this property of the ring has been used, it can’t be used again until the next dawn.

Optional Attunement. You can choose to attune to this item, deepening your bond with the spectral steed. If you do, you can use the Spectral Steed property more than once each day, spending a number of Hit Dice equal to 1 + the amount of times you’ve already summoned the steed since the last dawn. In addition, whenever you summon the steed using the Spectral Steed property, it gains a bonus to AC equal to your proficiency bonus, and temporary hit points equal to 3 × your character level.

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Spectral Steed

Large Celestial, Unaligned

Armour Class 13

Hit Points 26 (4d10 + 4)

Speed 60 ft.

  STR    ㅤㅤㅤㅤㅤㅤㅤㅤㅤDEX   CON    INT    WIS  CHA 

16 (+3)  16 (+3)  13 (+1)   5 (-3)  14 (+2)  8 (-1)

Senses passive Perception 12

Languages understands Celestial and Common but can’t speak

Challenge 1/2 (100 XP)

Proficiency Bonus +2

Double Jump. The steed's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. In addition, once during each jump, the steed can jump again mid-air, and can choose to change the direction of its jump if it does.

Gentle Fall. When the steed falls and isn’t incapacitated, it can subtract up to 100 feet from the fall when calculating fall damage.

Actions

Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions

Spirit Charge (1/Day). The steed takes the Dash action and breaks into a mighty gallop. Until the end of its turn, the steed can move through the spaces of Large or smaller creatures, which aren’t considered difficult terrain for it, and its movement doesn’t provoke opportunity attacks. When the steed moves into a Large or smaller creature’s space, the creature must succeed on a DC 13 Strength saving throw or be pushed to the nearest unoccupied space. A creature makes this saving throw only once per turn.

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