Animal Companions Refurbished

Hit Die: 1d8
Proficiencies: natural weapons, light and medium barding, Constitution Saves, Athletics, Perception, Survival, Intimidation.  

Valiant Mount

Fleet of Foot

At 1st level, your bond with your master grants you extrordinary endurance and speed. Your speed increases by 10ft, and you have Advantage on Saves against exhaustion.   At 6th, 12th, and 18th levels, your speed increases by another 10ft (the total bonus is shown in the progression table above.  

Answer the Call

Starting at 1st level, you always hear your master's call. Your master chooses a call for you, usually a special whistle of some kind. You can hear the call from up to 100 miles away and know the exact distance and direction to the source of the call. While you are answering the call, your speed is doubled.   Starting at 14th level, you can hear your master's call no matter the distance as long as you are on the same plane. Additionally, while answering the call, you are immune to Fatigue, and do not need to Eat, Drink, or Sleep.   Starting at 20th level, your speed is quadrupled while answering your master's call, and when called you automatically plane shift onto the plane your master is on. You also gain a Climb, Swim, and Burrow speed equal to your speed while answering the call.  

Maneuvers

At 1st level, your master teaches you a Maneuver from the Maneuver list.   At 4th, 10th, and 16th levels, your master teaches you an additional Maneuver.  

Indomitable Spirit

Starting at 2nd level, you have Advantage on Saves against Fear, and all creatures other than your master have Disadvantage on Handle Animal Checks targeting you. Your master can designate one Ally per Wisdom Bonus. Allies do no have Disadvantage on Handle Animal Checks targeting you.   Starting at 8th level, when you succeed a Save against Fear, you become immune to fear from the same source until you complete a Long Rest. You also have Advantage on Saves against magic that would control your actions (such as charm or domination).   Starting at 16th level, when you succeed a Save against magic that would control your actions, the caster suffers 1d10 Psychic damage per Tier of magic they used on you.  

Mount Subclass

At 4th level, your master chooses your mount subclass.  

Heroic Steed

Trampling Charge
At 4th level, you gain the Trampling Charge maneuver. Whenever you deal damage with this maneuver, increase your damage dice by two steps.  
Inspirational Pose
At 10th level, you become a beacon of hope to nearby allies. You can use your movement and action to pose dramatically with your master. If you do, your master makes a Performance Check. Until the start of your next turn, allies who can see the pose can use that Performance Check in place of any Resolve or Presence Saves they are forced to make. Each time you do this again without waiting at least 1 minute, then you get a cumulative -1d4 to the Performance Check.  
Glorious Charge
Starting at 14th level, when you take the Dash Action, you can forgo the usual speed bonus to Water Walking or Spider Climb until you end your turn or stop moving, whichever comes first.  
Unrivaled Glory
Starting at 20th level, when you use the Dash or Charge Action to move closer to a creature, that creature (and any other nearby creatures) must succeed a Resolve Save against your master's Intimidate Check or become Frightened of you until the end of your next turn. If it fails by 5 or more, then it is Panicked instead. If it succeeds, it is still Nervous until your turn ends.   This can affect multiple creatures as long as you are charging toward all of them.  

Old Faithful

Enduring
Starting at 4th level, you are exceptionally well conditioned. You have Advantage on Saves against Fatigue, and your carrying capacity is increased by half.  
Sure Footed
Starting at 10th level, you have Advantage on Balance Checks and Saves, and your rider has Advantage on Checks to stay in the saddle. Additionally, you gain an innate understanding of where your master wants you to go. As long as the instructions would be simple (like "follow the party" or "follow the road" or "go north"), you simply continue walking without need of instruction. Your master can communicate simple instructions like this in their native language and you understand. If you are ever uncertain, you stop moving.  
Smooth Walking
Starting at 14th level, your gait is so smooth and you require so little direction that, as long as the path itself is not extremely rough, your rider can take a Short or Long Rest while riding you, or even sleep with relative ease.  
The Long March
Starting at 20th level, you become unnaturally hardy and resilient. You only need to eat, drink, and sleep once a week. As long as you are conscious, your rider cannot fall out of the saddle while traveling, even if they are unconscious and you are on particularly difficult terrain. In combat, they have Advantage on Checks to stay in the saddle.  

Animal Companion

 

Class Features

Natural Warrior

Starting at 1st level, your natural attacks deal 1d6 damage and you pick your Hunter Archetype.   Stalkers you are an ambush hunter. You gain +2 to your Dexterity and become proficient in Dexterity (Stealth) and Dexterity (Dodge). Your Natural Weapons gain Finesse.   Breakers you are a beastly fighter. You gain +2 to Strength and become proficient in Strength (Parkour) and Strength (Toughness).   At 6th, 12th, and 18th level, you gain another +2 to Dexterity (for Stalkers) or Strength (for Breakers), and your Natural Warrior damage die increases by 1 step.  

Stalwart Companion

Starting at 2nd level, you ignore all non-magical attempts to manipulate or control you to act against your master's wishes. In addition, you have Advantage on Saving Throws to resist mind charm or domination spells.
Additionally, the bond between master and companion grants incredible courage. While you are within 30ft of your master, both you and your master have Advantage to resist Fear.   Starting at 16th level, no force, magical or otherwise, can break the bond between master and companion. The Animal Companion is immune to Charm and Dominate spells.  

Mystical Bond

Starting at 4th level, you and your master can feel each other's heartbeat, allowing you to know how healthy the other is. Additionally, your master can target you with spells that target "self" as long as they touch you as part of the casting.   Starting at 16th level, you and your master also know the exact direction of the other while on same plane of existence.
In addition, whenever your master receives magical healing, you receives half as much as well if you are within 30ft of them.  

Tricks

At levels 6, 12, and 18, you learn a Trick.  

Uncanny Understanding

At 8th level, your bond with your master grants you unnatural levels of comprehension. You learn your master's native language(s), though you cannot speak.
Additionally, you learn one of your master's 1st level abilities. If you choose spellcasting, then you learn one spell and can use it once per Long Rest as an Action. This is a spell-like ability and cannot be counterspelled, but the effect cannot be higher than Tier 1. You use the same casting stat as your master.  

Nature's Resilience

Starting at 10th level, you treat successful Dodge Saves (for Hunters) or Toughness Saves (for Breakers) as critical successes and failures as successes.  

Loyal to the End

Starting at 20th level, then your master is hit by an attack or ability that would kill them or reduce their hit points to 0, you immediately move up to your speed to try to block the effect. If you end this movement in a space that would intercept the effect, it targets you instead and you suffer its effects. Any damage dealt by the effect is maximized, and you automatically fail any saving throws it requires.
Once this ability is used, you cannot use it again until you finish a Night's Rest.  

Subclasses

Hunter

The hunter uses natural camouflage to get close to their prey, then attacks.  

Natural Camouflage

Starting at 4th level, double your Proficiency to Stealth Checks in your natural terrain. If you don't have the Scent ability, you gain it.  

Pounce and Rend

Starting at 4th level, when you move at least 20ft in a straight line before your attack, the target must succeed a Toughness Save or be knocked Prone. Additionally, whenever you damage a Prone opponent, roll your Natural Warrior damage die an extra time.   Starting at 8th level, creatures who fail their Save against your Pounce are also Grappled. Additionally, when you damage a Grappled opponent, roll your Natural Warrior damage die an extra time.   Starting at 16th level, creatures who fail their Save against your Pounce are also Pinned or Restrained. Additionally when you damage a Pinned opponent, roll your Natural Weapon damage dice an extra time (this stacks with the extra die from being Grappled).   Starting at 20th level, creatures who are Grappled by you (including worse forms of grappling such as Pinned) at the start of their turns must succeed a Grapple or Escape Artist Save or be knocked Prone and Pinned, and suffer damage from your Natural Weapon (including bonuses to damage from this ability.