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Applies to Beast Master Rangers once they choose their subclass at level 3:

If your beast companion drops to 0 hit points, it does not die in the normal sense. Instead your beast companion turns into a spirit form and takes refuge inside of your body, until it can be called forth again at the end of a short or long rest, restoring its physical body and health at that point. You can also voluntarily call the beast into a spirit to live in you as an action, but your companion can only retake their physical form at the end of either a short or long rest. If your beast was not at 0 hit points when it was recalled into spirit form, you have advantage on saves against effects that cause the frightened condition. 

While you are within 60 feet of your beast companion the following bonuses are active:

Your beast gains a +1 bonus to their armor class.

At 5th level: You may use a bonus action instead of an action to command your beast companion to take their action at the end of your turn, including Attack, Dash, Disengage or Help.

At 7th Level: Your beast companion is well accustomed to fighting alongside you, and can make one attack by themselves without a command from you. You can still choose to use your bonus action to command your beast to take an action.  

At 11th Level: Your beast companion has become larger or more powerful, and now uses the base statistics of a more powerful beast. (Ex: wolf becomes a dire wolf, pony becomes warhorse, etc.) Alternatively you can now choose to bond with Beasts whose Challenge rating is 1/2 or 1, and they will receive the same beast companion bonuses listed in the Ranger's Companion class feature. 

Kindred Souls Of The Wilderness Image

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