5e SRD >Spells >

Conjure Nature’s Sleigh

2nd-level transmutation (ritual)

Classes: bard, druid, ranger, wizard

Casting Time: 1 minute

Range: Personal

Components: V, S, M (a chunk of bark or a pumpkin)

Duration: 8 hours

You chant a hymn of the Old Faith, turning your material component into a Medium-sized sleigh or open carriage and summoning a team of beasts to pull it. At the GM’s discretion, other teams of beasts can be used than those listed in Table: Conjure Nature’s Sleigh. Any beast summoned by this spell has an Intelligence of 6, can understand one language of your choice that you speak, and gains temporary hit points. While at least half of your summoned beasts pull the sleigh, you ignore difficult terrain according to the type of beasts you summoned.

Your sleigh serves you as a mount, both in combat and out, and you share an instinctive bond with your summoned beasts that allows you to act as a seamless unit. While in the sleigh, you can make any spell you cast that targets only you also target your summoned beasts. The sleigh itself provides half cover (+2 to AC and Dexterity saving throws). The summoned beasts are only able to take the Dash and Dodge actions.

The beasts act as a singular unit. When half of your summoned beasts are reduced to 0 hit points, the sleigh’s movement drops to half speed, and you must succeed on a Wisdom saving throw to maintain your intrinsic bond. On a failure, the beasts scatter and the sleigh reverts back into its material component. As an action, you can release the summoned beasts from their bond, causing them to disappear.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can make the sleigh large enough to fit one additional creature for each slot level above 3rd.

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