Base Class: Ranger
At Level 3 when you choose this archetype, and you gain a beastly companion who can fight with you in battle. Your beasts maximum size being large, and its maximum challenge rating being 1/2. As your bond with this beast grows you gain different Skills and abilities relating to your attachment to this beast..
Ranger companion Bond
At level 3 when you join this subclass, you gain a beastly companion, the beast has a strong connection to you and as such add your proficiency bonus to the beasts AC, Attack roles, and Damage roles as well as any saving throws it is proficient in. its hit points equals that of its (Stat block + your proficiency bonus + wisdom modifier) It can regain hit points through a hit dice like any other creature during a short rest. The beast obeys your command as best as it can at all times. The Beast companion shares your Initiative. On your turn you can verbally command the companion to move (no action required by you). You can also use your action to command the beast to take the Attack, dash, disengage, or dodge action. Alternatively you can expend a Ranger spell slot of any level to command the Beast as a bonus action on your turn. Once you gain the extra attack feature, the two attacks can be made as any combination of you and your beasts attacks. You do not need to command it to take a reaction so both of you can make attacks of opportunity on the same turn with no penalty. If you are not present or incapacitated then the Beast attempts to protect you and/or itself. If you lose your beast you can spend 8 hours with another creature and gain all the same benefits.
Greater bond
You are no longer required to expend a spell slot if you wish to command your beast as a bonus action as oppose to an action.
Wild spirit
Once you and your beast reach level 11 you can choose to release the beast from your command for a minute. During this time you cannot give the Beast commands with and action or bonus action and the beast acts as the Dungeon master imagines it would. The beast gives off an ethereal glow during this time and gains the following benefits. The beasts speed increases by 10ft. The beast attacks have advantage to hit any creature of a smaller size class. Each time it connects a hit without advantage (that is on any creature of an equal size class or larger) the Beast gives off one of the random wild magic effects in a 5ft radius around itself and only lasts for the duration of the 1 minute, (these guidelines override those stated in the table). The beasts attacks during this phase count as magical for the sake of overcoming resistances and immunities.
Arcane companion
The beast can gain a ranger cantrip of your choice. This feature is treated the same way as an attack action and can be commanded to cast this spell with your bonus action. The beast and yourself both know the others location at all times, so long as the beast is within a 1 mile radius of a sphere surrounding you. Additionally whenever you cast a spell on yourself, you can choose to also effect your beast companion so long as the beast is within 30ft for you.