Spirit Companion

At 1st level your patron gifts you a spiritual beast companion, chose a beast of challenge rating ¼ or lower without the swarm ability (Usually one closely related to your patron). It will be celestial, fey, or fiend in addition to being a beast (Your choice). At levels 6, 10, you will get to chose a more powerful form your Companion.

The Companion acts on its own turn that happens after your turn in initiative and during your turn you can give it simple commands to move(no action required). During your you can use an action to order your companion Attack, Dash, Disengage, or use the Help action during its next turn. If you do not give it an order with an action it will take the Dodge action during its turn.

If you are incapacitated or absent the Companion acts on its own protecting itself or protecting you if you are incapacitated. When your Companion is reduced to zero hit points it disappears.

At the end of a long rest you can summon your companion to your side, if it was reduced to zero hit points this will bring it back to life.

Later if you take the Pact of the Chain your Spirit Companion is treated as your familiar and is summoned when you cast find familiar.