Bonding. The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Battle Readiness. The sidekick has advantage on initiative rolls.
Multiattack.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + 10 (its level in this class). Once it uses this feature, it must finish a short or long rest before it can use it again.
Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.