TEXT:  
   
  Druid Circles 
  Though their organization is invisible to most outsiders, 
  druids are part of a society that spans the land, ignoring 
  political borders. All druids are nominally members of this 
  druidic society, though some individuals are so isolated that 
  they have never seen any high-ranking members of the 
  society or participated in druidic gatherings. Druids 
  recognize each other as brothers and sisters. Like creatures 
  of the wilderness, however, druids sometimes compete with 
  or even prey on each other. At a local scale, druids are 
  organized into circles that share certain perspectives on 
  nature, balance, and the way of the druid. 
  Circle of Beast Riders 
  The Circle of Beast Riders is composed of druids that walk 
  in lock-step with the beasts of the wild, and learn to ride 
  them, no matter how ferocious the beast. These druids 
  travel far afield on the backs of wild creatures to defend the 
  beasts of the wild from those that might harm them. And in 
  combat, they are a terrifying force; where a knight may 
  approach on the back of a warhorse, a beast rider will arrive 
  atop a wild bear, wolf, or mammoth. 
  Circle Mount 
  Starting when you choose this circle at 2nd level, you have 
  a fearsome mount that carries you into combat. Your mount 
  must be a Large beast, cannot fly, and can have a maximum 
  CR of 1. You can control this mount even if it hasn't been 
  trained to accept a rider. Its hit point maximum equals its 
  normal maximum or four times your druid level, whichever 
  is higher. 
       The initiative of a controlled mount changes to match 
  yours when you mount it. It moves as you direct it, and it 
  has only three action options: Dash, Disengage, and Dodge. 
  A controlled mount can move and act even on the turn that 
  you mount it. All other rules of mounted combat apply. 
       If your mount dies, you can obtain another one by 
  spending 8 hours magically bonding with another beast that 
  isn't hostile to you, either the same type of mount as before 
  or a different one. 
       Starting at 6th level, you can tame a mount with a 
  challenge rating as high as your druid level divided by 3, 
  rounded down. At 15th level, you can also tame Huge 
  mounts. 
  Cavalier 
  At 2nd level, you can mount and dismount a creature 
  without spending any movement. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       You can also use your action to command your mount to 
  take the Charge action. When a mount makes a Charge, it 
  moves at least 10 feet in a straight line and can make one 
  melee weapon attack against a creature within its reach. 
  Additionally, when you command your mount to Charge, 
  you can make one attack as a bonus action. 
  Mounted Casting 
  At 6th level, your mount's attacks count as magical for the 
  purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage as long as you are riding it. 
       Additionally, whenever you cast a spell which affects 
  only yourself, you can choose for it to also affect your 
  mount. 
  Mount Wild Shape 
  Starting at 10th level, your mount learns how to assume the 
  shape of other beasts. As an action, you can expend two 
  uses of Wild Shape to transform your mount into another 
  Huge or smaller beast with a CR less than or equal to its 
  own. Unlike your normal mounts, your wildshaped mount 
  can fly, if its new form allows it to. Your mount follows all 
  the rules of Wild Shape while transformed. 
  Mammoth Rider 
  At 14th level, you can cast the spell enlarge/reduce spell on 
  your mount at will. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Circle of Beast Riders.pdf