Animal Companion

At 3rd level, you forge a pact-like connection with a beast. The beast companion accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1/4 or lower (the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, it can expend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

Forming a connection with a beast in this way uses old, wild magics to create a deep and magical connection between you and your companion. Your companion gains the benefits of attacking a creature under the effects of your hunter's mark spell. In addition, when your companion falls to 0 hit points and is within 100 feet of you, it is immediately teleported to an unoccupied space within 5 feet of you.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If your companion dies, you can obtain a new one by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements. You can only have one animal companion at a time.