dnd 5e – Is this homebrew Dragon Rider class balanced in 5e compared to the other classes?

Dragons scare the most adventures, but for you a very small dragon has decided to bind you and give you the gift of magic. Why did the dragon choose you? Has your country or city checked every citizen for a loan? Did you find your dragon in an egg when exploring an abandoned dragon's lair that was cleared years ago by much larger adventurers? Did you encounter it one day while hunting in the forest? Are the parents of the dragon or a military looking for it?

Fast creation:
Intelligence should be your highest score as a driver, followed by physique or strength / dexterity. Get launch gear c and choose the spells Faerie Fire, Hunter Token, Arcane Weapon, and Thunderclap.

Inheritance spell list
1
Arcane weapon
Captivating beat
embroil
Fast retreat
Faerie Fire
nebula
Hail of thorns
Hunter Mark
Searing blow
thunderclap
Wrathful Smite
Zephyr strike
2
Old Self
Blur
Branding Smite
Earthbind
Magic weapon
silence
Skywrite
Defensive wind
3
Dazzling Smite
Call Lightning
Crusader mantle
Elemental weapon
Incendiary arrows
Lightning arrow
Protection against energy
Vampiric touch
4
Elemental curse
Grasping Vine
Greater invisibility
Amazing Smite
Storm Ball
5
Animate objects
Antilife shell
Circle of strength
Control winds
Next step
combustion
telekinesis

Profincies:
Armor: Light Armor and Shields
Weapons: Simple and war weapons
Rescue Dice: Intelligence and Constitution
Skills: Choose 3 from Perception, Arcana, Nature, Medicine, History, Animal Handling and Acrobatics.
Tools: Tanner Tools, Dragon Chess

Starting equipment:
a] A Greatsword and Leather Armor.
b] A longsword, a leather armor, 6 spears and a shield.
c] A long bow, a rapier, a leather armor, a quiver of 30 arrows and a shield.

and
a] An explorer backpack and a leather bag.

Hit Dice: D8
Hit Points in the 1st Level: 8 + Your Constitution Modifier
Hits in higher levels: 1W8 or 5 + your constitutional modifier for each level after 1 st.

Dragon: When you reach the first level in this class, you will receive a pseudo-dragon companion with a permanent telepathic attachment to you. You always know where your dragon is, as long as it is in the same plane as you. You and this dragon can read and speak draconically, and you can communicate with each other at a distance of several kilometers, which corresponds to your level. As an action you can see through the eyes of your dragon. When your dragon is killed, the stress of cutting your telepathic bond suffers from exhaustion. You can take a long break to bring it back to life. When you do this, you end your long break with 0 mana points.

Charm Art: Unlike other wizards, your magic comes from the power your dragon gave you when you hit it. So you have no magic fields. Instead, you have a maximum mana rate equal to your rider level. Intelligence is your spellcasting charm modifier. You get back all your mana when you rest long. Whenever you cast a spell, you can spend 1 additional mana to cast it as if you were at the location of your dragon. You know 4 Equestrian spells from the Equestrian Magic list and you will learn 1 more when you attain a level in this class. If you are casting a horseman cast mana according to the following table. If you do not have enough mana, you can not cast the spell.
Mana costs:
1st level – 1 mana
2nd level – 3 mana
3rd level – 5 mana
4th level – 7 mana
5th level – 9 mana

Combat Style: At level 2, choose between two combat styles, Two Weapons, Archery, Defense, Weapon Combat, Duel, or Sailor. You can not benefit from the same fighting style more than once.

Mastery: At level 3, choose between the subclasses Spellmaster and Weapon Master.

ASI: At levels 4, 8, 12, 16, and 19, you can increase 1 ability point count by 2 or 2 skill point counts by 1 or perform.

Draconian Growth: At level 5, your pseudo-dragon becomes a wyrmling of your choice, but not a red one. Nobody can ride your Wyrmling. Your Wyrmling can only use his breathing weapon once per short break, unless he has several respiratory weapons. In this case, he can only use each option once per long break.

Improved Binding: At level 6, once you take damage, once per short break, you can use your reaction to cause damage to your dragon. In addition, once per short break, your dragon may use its reaction if it suffers damage, causing you to take damage instead. The transferred damage can not be reduced in any way. In addition, you will automatically be able to make a saving throw against your dragon's weapon.

Draconian Tendencies: At level 9, your attachment to your dragon begins to influence you. You gain survival and nature skills, your eyes are continuously lit in the color of your dragon, and you learn the thaumaturgy cantrip.

Draconian Growth: At level 10, your dragon grows into a young dragon as well
Color like it was like a wyrmling. One or two medium-sized creatures can ride your kite, but the same restrictions apply to breathing weapons as before.

Additional Attack: If you perform the attack action at level 11, you can make two attacks instead of one.

Riding Master: At level 13, you have the advantage of saving throws to stay on your kite while it is in flight.

Greater Binding: When a creature at level 15 gets damaged by your dragon's breathing weapon, that creature has the disadvantage of saving throws against your horsemaster spells until the end of your next turn.

Increased draconian tendencies: At level 17 you stop aging and can not be magically aged. They are immune to diseases.

Draconian Growth: At level 20, your dragon transforms into an adult dragon of its color, capable of riding 3 medium or 6 small creatures, and the use of its weapon is no longer limited.

Champion:
If your Dragon critically hits a creature at level 3, you will have an advantage in attacking these creatures until the end of your next turn.

If you cast a spell at level 7 as an action, you can perform a weapon attack as a bonus action.

From level 18, your ranged attacks have an advantage while riding your kite. If you move at least 60 feet toward a creature in one turn, you will attack that creature first until the end of your next turn causes an additional 4W10 breakthrough damage.

Zaubermeister:
At level 3, you will receive back mana points equal to your skill bonus if you take a short break.

From level 7, you can spend mana points as a bonus action to give yourself or your dragon hit points equal to 5x the Mana Points you spend.

From level 18, you'll learn a 6th and 7th level spell from the wizard spell list, and you can cast it once per long pause.