Base Class: Ranger
The Spirit-Bonder archetype forges a magical bond between themself and a spirit of the forest, which takes the form of a beast. Both beast and ranger are empowered by this connection, enabling them to accomplish feats neither could manage alone.
Spirit Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and that is bonded to you through your shared spirit. Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or less, and which is not a swarm of creatures. The beast's creature type becomes fey. You can communicate telepathically with your beast while it is within 30ft. of yourself, though you can share only vague concepts and emotions. 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 the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend 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. On your turn, you can issue the beast a verbal command (such as "attack what I attack" or "bring down this creature") as an action. The beast will continue to follow your command until it is complete, you issue a new command as an action, or you call it to heel as a free action. If you don't issue a command, the beast will take the Dodge action and follow you as best it can.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can return it to life by spending eight hours meditating over a fire or brazier. When you do this, you can cause your beast companion to take the form of any other beast that meets the requirements listed above. The beast keeps all of its memories from its previous life.
Ethereal Bond
Beginning at 7th level, you forge a magical connection between yourself and your beast companion that allows you to empower their attacks. Your beast companion's weapon attacks are now considered magical for the purposes of overcoming damage resistance. Additionally, whenever your beast companion makes a successful attack roll while it is within 30ft. of you and you are not incapacitated, you can use your reaction to cause the attack to deal 1d4 additional weapon damage. This damage increases to 1d6 at 11th level.
Of One Mind
At 11th level, your beast companion learns one 1st level Ranger spell you know, and can cast it once per long rest. It uses your spellcasting modifier for spell attacks and DCs, and if the spell is concentration, casting it uses your own concentration. At the end of a long rest, you can change the spell your beast companion knows, replacing it with any other 1st level Ranger spell you know. You can command your beast to cast the spell as a bonus action - after casting the spell, the beast returns to following the last command you gave it.
Unbreakable Friendshp
Beginning at 15th level, when you or your beast companion takes damage that would reduce its target to zero hit points (but not kill its target outright), and you are both within 30ft. of each other and not incapacitated, the damage reduces its target to one hit point instead.
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