All can be done with the help of a phantom steed.

The spell creates a magical horse that can be ridden for one hour. The horse is invisible, has the strength and speed of a normal horse, and can be ridden through any opening large enough for a human to fit through. ..

The spell creates a large, horse-like illusory creature. You get to decide how the creature looks, and it comes with a saddle, bit, and bridle already equipped. The tack is a physical illusion too, and vanishes when the spell ends or if taken too far away from your steed.

The phantom steed spell allows you or another creature to ride the solid illusion horse for a brief period of time. ..

It uses the riding horse statistics, but its speed is increased to 100 feet per round. The spell details travel at the same speed as the phantom horse.

If you take an action to dismiss the horse, or if your steed takes any damage, the horse doesn’t just vanish. Instead, it slowly fades away, giving you a minute to dismount.

Who Gets Phantom Steed?

This spell list only works with wizards.

Arcane Trickster rogues and Eldritch Knight fighters can learn the Arcane Trickster ability from that list.

The two classes don’t get Ritual Casting as one of their abilities. If they wanted to cast the spell, they would have to use one of their few spell slots.

Almost anyone can get access to the spell Phantom steed, which is a ritual. ..

Warlocks who have access to the Book of Ancient Secrets can add a phantom steed to their Book of Shadows with a simple invocation. This allows the warlock to cast ritual spells from any class list, including the wizard’s. ..

They won’t be able to learn the spell immediately, but they can copy it into their Book of Shadows if they find a scroll of phantom steed, or if they can convince someone else to let them copy it into their book.

If you want to learn the spell phantom steed, you’ll need to take the Ritual Caster feat. However, you won’t get the spell immediately - you can add it to your book if you find it.

To qualify for the feat, you’ll need a Intelligence or Wisdom score of at least 13. This means that you have a high level of intelligence or wisdom, and can use this ability to your advantage in various ways. ..

Bards can select a phantom steed as one of their Magical Secrets, which allows them to learn spells that aren’t on their class list. The spell competes with other favorites like counterspell or fireball, so most bards may have another spell in mind.

The phantom steed is a mount that relies on the rules for mounts and travelling long distances.

In 5th edition, the rules for mounts and travel pace are a bit different than in previous editions. This article will cover the basics of these rules, as well as some tips and tricks for those who want to take their gaming experience to the next level.

Travel Pace

Mounts and travel pace can get complicated. Most humanoid creatures in Dungeons & Dragons have a movement speed of 30 feet per turn. ..

In 5th edition, the average party can travel about 3 miles in an hour on foot. That lets them cover about 24 miles in a day. ..

If you want to be stealthy, you have to go slow and be careful. You decrease your normal speed by one-third and that drops you from 3 mph to 2 mph.

If you want to go fast, you can take a penalty to your Perception, but you can increase your speed by one-third to 4 mph. ..

Players should adhere to the travel pace listed on page 181 of the Player’s Handbook when traveling between locations. This pace is based on the distance between two points and takes into account both the time it would take to walk that distance and the time it would take for a creature to travel that distance on foot. ..

Mounts

Horses, ponies, camels, and other normal mounts can travel at the same speed as you, but their speed actually doesn’t matter for your travel pace.

The idea is that you’ll need to walk them sometimes, stop for food or water, and they might be carrying some of your gear.

If you have a special mount or vehicle, things can get more complicated. This includes things like magic carpets, airships, and phantom horses. ..

To make the Special Travel Pace work, you need to divide the creature or vehicle’s speed by 10. This will tell you how many miles it can travel in an hour.

The phantom horse has a movement speed of 100 feet, which comes out to 10 miles in an hour. That matches the speed listed in the spell text.

This checks out for our average adventurer too. With a movement speed of 30 feet, that brings us to 3 miles per hour at a normal pace on foot.

Galloping

In 5e, mounts work a little differently than in previous editions of the game. For one, you no longer get to choose your mount’s gender. Instead, you get to choose a type of mount - horse, camel, or warhorse - and then select a rider.

But there are some exceptions. For example, you can now ride a mount that is not a horse or donkey.

In a recent article, I mentioned that there are some inaccuracies in the news. One of the most common is the use of outdated or incorrect information. Unfortunately, that simplicity sometimes comes at the cost of accuracy. For example, one report said that President Trump was going to cut taxes by $1 trillion. In fact, he plans to reduce taxes by $1.5 trillion over the next decade. Another report said that North Korea was going to launch a ballistic missile. In fact, they have not done so since 2006!

In 5th edition, a character on a mount can travel at twice the normal speed for a fast pace. This lets them cover large distances relatively quickly. The text mentions switching mounts repeatedly along the journey, allowing for people to cover large distances quickly. ..

Riding horses can gallop over the course of an hour to travel about 8 miles.

The thing is, that’s not a gallop. A gallop is a particular gait that horses have, along with the trot, the canter, and a couple other gaits. The gallop is what comes to mind for most people if they think of horse racing.

Horses don’t gallop for anywhere close to an hour. Depending on the type of horse and the race, they’ll go about 30 mph for maybe 1 to 2 miles.

The horses in the Kentucky Derby and the Dubai World Cup only run about one and a quarter miles.

Horse riding is a complex topic and I’m oversimplifying it. Horses are able to move their heads, necks, and bodies in many different ways to get around obstacles. Their gaits work differently depending on the terrain and the horse’s age, health, and training.

5e tries to simplify magic so that it can be easily used in games.

If you want to gallop at a horse’s real top speed, it’s not that big of a deal.

Horse racing and high speed chases are less exciting when you’re going a top speed of 8 miles an hour. But if everything is moving at that much slower speed, then it still mechanically works.

At the very least, it’s still fair for whoever is in the middle of their horse race or horseback chase through the woods. ..

Your story is shorter, but it’s still important.

Phantom Steed: Tips, Tricks & Uses

  1. Keep your hair pulled back in a high ponytail or bun.
  2. Wear light makeup and avoid heavy eye makeup.
  3. Choose a comfortable outfit that will show off your curves.
  4. Avoid wearing anything too tight or revealing. ..

Appearance

The phantom steed spell lets you choose the appearance of any large creature, including ones that would make sense to your character’s homeland. ..

Did you grow up around dire wolves? Congratulations, you can make a dire wolf mount. Are you from a desert? You could make a camel. Maybe your mount looks like a giant lizard, or even a chocobo. Sorry, I mean ‘axe beak’.

A firenewt would presumably create a giant strider-looking steed. Drow could make a steed that looks like any of the several kinds of giant spider that live in the Underdark. Out of the Abyss mentions duergar (grey dwarves) using spider-like giant ‘steeders’ as mounts and beasts of burden.

You could make the steed look like a unicorn, a pegasus, a chimera, or even a dragon. The statistics don’t change, however. Whatever you’re riding, it has the statistics of a riding horse (apart from its speed).

Phantom Steed won’t be able to fly, climb, swim, or burrow at the speeds a ‘real’ version of your steed might be able to. ..

Speed

Another benefit is that the phantom steed can travel anywhere you want, without having to worry about getting tired. It’s like having your own personal horse at your disposal! ..

The steed’s much higher speed is another plus. The spell provides a shortened version of the travel pace rules: the steed can travel 10 miles in an hour, or 13 miles if you want to go at a fast pace.

In 5e, 13 miles an hour is nice. But we can do better.

This guide explains how to use the phantom steed as an example of a magical ‘special travel pace’. It says that a phantom horse can travel at a slow, normal, or fast pace, but that a phantom steed cannot.

The Phantom Steed is a mount that can travel at a gallop, which increases its travel pace to 26 mph. ..

You can add an item to a horse’s equipment to increase its movement by 30 feet. That will bring the horse’s fast travel pace to 17 mph, allowing it to go 34 mph at a gallop. ..

Creating Multiple Steeds

Phantom steed is a spell that takes a minute to cast normally, or 11 minutes if you’re casting it as a ritual.

The horse lasts for an hour after you create it. However, there’s nothing technically stopping you from creating more phantom horses while riding another one.

The Player’s Handbook details the rules for spells with longer casting times. You have to use your action each turn to cast the spell, and you have to maintain concentration while you do so. If you’re riding, nothing in the rules says you can’t cast a ritual while riding.

This means the party wizard could summon multiple mounts for the whole party, giving them a series of one-hour-lasting mounts. Mounts that you don’t have to feed or figure out a way to keep safe while you explore a dungeon.

The caster will need to cast the spell again and again, spawning one replacement horse after another.

Depending on your DM, they might allow you to simply re-create the steed beneath yourself or an ally, allowing you to keep riding without interruption. If they don’t, you’ll simply need to dismount one horse and mount the newer one.

If you’re a rogue with Reliable Talent and a good acrobatics bonus, you can probably jump from one horse’s saddle into another. ..

Fading Away

The horse goes away if it takes any damage. But it doesn’t just disappear beneath you. It gradually fades over the course of a minute.

If the horse takes enough damage, it will eventually die.

There have been questions about whether or not you can ride the steed while it’s fading. According to Jeremy Crawford, you’re not supposed to be able to ride it while it fades away, but it won’t break the game if your DM lets you. ..

Motorcycles: Phantom Steed or Steel Horse?

Baldur’s Gate: Descent into Avernus introduces a new motorcycle called the ‘devil’s ride’ that players can use to travel to different parts of the game world. This bike is based on captured souls trapped inside steel coins, which allows players to explore the game world in a more Hellish way.

Some characters may be a bit squeamish about sacrificing the soul of a sentient creature to power their bike. This is understandable, as some may feel that sacrificing a living being for the greater good is not something they are comfortable with. However, it’s important to remember that these characters are just as capable of making the right decision as anyone else and should be given the benefit of the doubt.

The bad news is, you don’t have to.

You can use the phantom steed spell to create a motorcycle that fits with the world you’re playing in. ..

If you’re looking for ancient artifacts, there’s a good chance you can find them using modern technology. However, there are also some ancient artifacts that may be waiting for you if you use the right tools. Maybe your DM will allow your phantom steed to look like Link from the Zelda series.

Step 1: Appearance

The spell allows you to choose the appearance of a phantom horse.

There are many types of motorcycles, and no one type is better than the other. Some people prefer motorcycles that are small and lightweight, while others prefer those that are large and powerful. There’s no rule that says the phantom steed can’t be a motorcycle.

A team of researchers at the University of Tokyo have developed a robotic horse that can learn and respond to commands. The horse, which is still in development, is said to be able to move around autonomously and even recognize people and objects. ..

A score of 2 on an Intelligence test does not accurately reflect a talking car’s abilities. ..

I think it’s more like Herbie – and I’d personally consider a 1963 VW Bug to be on the large side. ..

Step 2: Speed Boosts

But by the standards of the time, 26 mph was a very fast speed.

The devil’s ride is much faster than a regular bike, but it can only go for a short amount of time before it stalls. ..

There is no definitive answer to whether the devil’s ride can technically gallop. ..

The gallop mechanic represents a creature using their action to dash every turn. If it can gallop, that brings it up to 32 mph.

We should try to make the phantom steed go faster.

There are a number of different ways to get more movement out of your phantom steed. ..

A transmutation wizard can give their transmuter’s stone to their steed, potentially adding another 10 feet of movement. This only helps that one steed, but if you’re riding solo, that won’t be a concern. ..

All classes of adventurers have access to the longstrider spell, which can add an extra 10 feet to the steed’s normal movement. Longstrider will only last an hour, but that’s also as long as each individual phantom steed can be used. ..

Starting at level 18, an example Transmutation wizard can cast longstrider endlessly for free with their Spell Mastery feature. That will increase the phantom steed’s movement to 150 feet per turn with the horseshoes and Transmuter’s Stone, or 40 miles per hour at a gallop. ..

That’s not bad, but let’s quadruple it.

Step 3: Party Shenanigans

The Paladins who take the Oath of Glory can give their allies a 10-foot bonus to their movement speed. This includes any mounts that are ridden along with them.

If you want to be the dominant force on the open road, you’ll need a Path of the Totem Warrior barbarian. ..

At level 6, this barbarian can pick an Elk totem feature that doubles their travel speed, whether they’re mounted or on foot. This benefit also extends to up to 10 travelling companions.

Your party now has a normal travel pace of 22 mph (100 feet + 10 feet doubled).

That turns into a fast pace of 29 mph, or 58 mph at a gallop. (If you double the travel pace after calculating the fast pace, it’ll be 56 mph, but it’s a pretty insignificant difference at this point).

If you all happen to have horseshoes of speed, it will bring you up to 72 or 74 mph. With longstrider, and a mage who doesn’t mind casting it on each phantom steed as it’s made, we’re now going at a top ‘galloping’ speed of 80 mph. ..

However, it is something that can be very helpful in some situations. ..

If you have the chance to magically create a herd of 80 mph horses or a fleet of motorcycles, why wouldn’t you?