Your patron has gifted you with one of their finest steeds. When you gain this feature, choose a creature to act as your Steed. Your Steed should fit the theme of your patron; for example, a skeletal warhorse for Keppli (Pact of the Undying) or a black unicorn for Drendari (Pact of the Shadows).
Your steed only takes the appearance of your chosen creature. Your steed uses the statistics of a riding horse, but its total Hit Points are equal to half of your total (rounded down).
Your steed can understand any languages you know, but cannot speak. If you give it an order, it will try to fulfill your request to the best of its ability. In combat, the steed shares your initiative and is incapable of taking any action. If you become separated from your steed it will use its movement to get back to you, assuming no order is given.
You can summon your steed to an unoccupied space within 5ft of you as an action. You can also dismiss your steed as a bonus action, teleporting it to a pocket dimension. If your steed dies, you can perform a 1-hour ritual to revive and resummon it.
Invocations
War Steed
Prerequisite: Pact of the Steed
Your Steed gains the following benefits:
- Its AC becomes 12 + your Proficiency Bonus
- Its total Hit Points become equal to your total
- You have advantage on any check you make to remain mounted on your Steed
- You can use your Bonus Action to make your Steed take the Disengage action
Soul Link
Prerequisite: Pact of the Steed
Your soul becomes linked with your Steed. So long as your Steed is on the same plane as you, you gain the following benefits:
- You can telepathically command your Steed
- As an action, you can see through your Steed’s eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses
Cavalry
Prerequisite: Pact of the Steed, 7th level warlock
You and your Steed are always ready for battle. You gain the following benefits:
- You gain a bonus to initiative rolls equal to your Charisma modifier
- When you roll initiative, you can summon and mount your Steed (no action required)
- Your Steed’s speed is doubled for the first round of combat
Soar the Skies
Prerequisite: Pact of Steed, 12th level warlock
Your Steed gains a fly speed equal to its walking speed.