Magical attacks All attacks are magical
Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
At 7th level, while your companion can see you, it has advantage on all saving throws.
Bestial fury Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Share spells Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
Beast Master Bonus. The companion gains an additional bonus to attack and damage rolls equal to the ranger's proficiency bonus (not included in the attack descriptions below).
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (2d6 + 5) slashing damage.
Fire Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 18 (6d8) cold damage on a failed save, or half as much damage on a successful one.
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Superior Beast's Defense At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
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