At Higher Levels. When you cast this spell using a Spell Slot of 3rd + level, use the higher level wherever the stat block quote it.
OTHERWORLDLY STEED
Large Celestial, Fey, or Fiend (Choose When Casting the Spell), Neutral
AC 10 + 1 per spell level (natural armor)
Hit Points. 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)
Speed. 60 ft., Fly 60 ft. (requires 4th+ level spell)
STR 18 (+4) / DEX 12 (+1) / CON 14 (+2)
INT 6 (–2) / WIS 12 (+1) / CHA 8 (–1)
Senses. Passive Perception 11
Languages. Telepathy 1 mile with its caster only
Proficiency Bonus equals your bonus
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
You weave together threads of light to create a sword of solidified resplendence in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 radiant damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, after it hit a creature for the first time in a turn, all consecutive attacks against that creature made in that same turn have Advantage, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
ACTIONS
Otherworldly Slam. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell’s level of Radiant damage (Celestial), Psychic damage (Fey), or Necrotic damage (Fiend).
BONUS ACTIONS
Fey Step (Fey Only, Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.
Fell Glare (Fiend Only, Recharges after a Long Rest). The steed’s eyes gleam with fiendish light as it targets one creature it can perceive up to 60 feet away. The target must succeed on a Wisdom saving throw against your Spell Save DC or have the Frightened condition until the end of your next turn.
Healing Touch (Celestial Only, Recharges after a Long Rest). The steed touches another creature and restores Hit Points equal to 2d8 + the spell’s level.
You gain the service of an otherworldly being, which manifests as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, your steed is replaced by the new one. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your companions. In combat, it shares your initiative count, and it functions as a controlled mount while you ride it as in on mounted combat. If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.