Base Class: Ranger
At 3rd level, you get a large summon (it works similarly to Tasha's beastmaster changes) allowing any 5e race to ride it. It gets its own action (provided you use your bonus action to command it) and can be brought back with a single spell slot.
At 7th, level the mount will do magical damage to deal with pesky resistances and You gain the evasion ability while mounted.
At 11th level, your mount can charge creatures, making them fall prone and get trampled on and it gains a fly speed, while you gain a special pool of damage resistance you can use on yourself or your mount.
At 15th level, your mount gets an extra action to make it more deadly or much quicker while any spell that is affecting you also can effect your mount, should you so choose.
Primal Mount
At level 3, you gain a mount you ride into combat that uses the Primal Mount stat block--which uses your proficiency bonus (PB) in several places, it also unlocks extra abilities when you reach certain levels in this class, as shown in its stat block.
In combat, the mount acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. You can also sacrifice one of your attacks when you take the Attack action to command the mount to take an action. If you are incapacitated, the mount can take any action of its choice, not just Dodge.
If the mount has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The mount returns to life after 1 minute with all its hit points restored.
Large beast
Armor Class 14 + PB
Hit Points 5 + five times your ranger level (the mount has a number of Hit Dice [d8s] equal to your ranger level)
Speed 40 ft., Level 11. fly 30 ft.
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages you speak
Challenge -- Proficiency Bonus (PB) equals your bonus
Primal Bond. The mount is proficient in all ability checks and saving throws.
Level 7: Magic Hooves. The mount’s attacks are magical.
Level 11: Trampling Charge. If the mount moves at least 20 feet straight toward a creature and then hits it with a crush attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target falls prone, the mount can make another crush attack against it as a bonus action.
Level 15: Active. The mount gains an additional action, this action can be commanded with the same bonus action or attack.
Actions
Crush. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB bludgeoning damage.
Defensive Tactics
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At level 7, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. This effect is only active if you are actively riding your mount.
Coordinated
At level 11, when you finish a short or long rest with your mount you can make a wisdom (animal handling) check. You gain a pool of damage reduction equal to the score obtained from the check.
Whenever you or your mount take damage; you may use your reaction to take from the pool of damage reduction and reduce the damage taken, up to the maximum amount remaining on the pool. The pool resets when you finish a short or long rest.
Shared Spells
At level 15, any spell you choose that is affecting you also affects your mount while you are riding it.
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