Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Lightfooted. Since the horse is connected to the very winds, its jump distance is tripled, and it can disengage as a bonus action.
Leaping Strike. If the horse jumps more than fifteen feet before an attack, it counts as a trampling charge and does an extra 1d6 bludgeoning damage.
Spirit Dash. If attuned to a humanoid, it can once per day use its action to trigger a spirit dash, in which the horse then doubles its speed for one round.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
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