Base Class: Druid
You have bonded with an monstrosity companion. You focus most of your wild shaping energies, not inwards but outwards, onto your monstrosity, augmenting them over time.
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A Monstrous Companion
At 2nd level, you gain a monstrosity companion that accompanies you on your adventures and is trained to fight alongside you. Choose a monstrosity that is no larger than Medium and that has a challenge rating of 1/2 or lower. Its hit point maximum equals the hit point number in its stat block. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The monstrosity obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the monstrosity where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the monstrosity takes the Dodge action.
If you are incapacitated or absent, your monstrosity acts on its own, focusing on protecting you and itself. Your monstrosity never requires your command to use its reaction, such as when making an opportunity attack.
Reduced Shapes
Focusing your Wild Shaping power on your monstrosity has left you with little to use on yourself. Starting at 2nd level, you can use your Wild Shape to transform into a beast, but you can no longer use any of their attack actions.
Shared Strength
Starting at 6th level, your monstrosity hit point maximum increases by an amount equal to your constitution modifier multiplied by your total number of druid levels. They also add your wisdom modifier to their attack rolls.
Bond of Enhancment
Starting at 6th level your monstrosity now gets bonus AC equal to your dexterity modifier. You can also spend Wild Shapes to further strengthen your companion. As a bonus action you can spend one Wild Shape on your companion instead of yourself to give them one of the following effects for the duration of the Wild Shape. You cancel the effect for a bonus action.
Attack- your monstrosity adds your wisdom modifier to their damage rolls as well as make their attacks magical for the purposes of overcoming resistances and immunities.
Defence- your monstrosity gains resistance to all damage types except Psychic.
Speed- your monstrosity doubles their movement speed and does not provoke attacks of opportunity.
Bond of Magic
Starting at 10th level, your monstrosity adds your wisdom modifier to the DC of any natural abilities it may have. Also, when you use Wild Shape on your monstrosity, you can choose an additional effect for the duration.
Magic Attack- You choose from Acid, Cold, Fire, Lightning, or Thunder. Your monstrosity‘s attack gains 2d6 bonus damage of the chosen type.
Magic Defense- You choose from Acid, Cold, Fire, Lightning, or Thunder. When your monstrosity is hit by a melee attack, as a reaction it can release a blast of elemental energy. Each enemy within 10ft takes 1d10 damage of the chosen type.
Magic Speed- Your monstrosity can move through difficult terrain as if it was normal. Your monstrosity can also carry a creature of the their size or smaller with out being slowed. Once per turn when your monstrosity stop moving within 5 feet of an enemy that enemy must make a saving throw against your Spell DC. On a fail they take 1d8 force damage and are knocked prone. On a pass they take half damage.
Bond of Unifaction
By 14th level, you have perfected your bond with your monstrosity. Once per long rest when you use Wild Shape on your monstrosity you can choose to take their shape in addition to the normal effects. If you do you gain all the same benefits as your monstrosity does from Bonds of Enhancement and Bonds of Magic. While you are in your monstrosities shape you gain a telepathic link with them and can give them orders as a bonus action.
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