Slayer: Beast Master

Original Source: Player's Handbook

Ranger's Companion

At 3rd level, you gain a trusty companion to accompany you on your travels. Choose one of the following options:

Animal Companion
You learn to create a powerful bond with a creature of the natural world.

Over the course of a long rest, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might allow you to befriend different creatures, based on the surrounding terrain and on what types of creatures would logically be present in the area. Typically, those creatures must be no larger than Large size, and of CR equal to 1 or lower. At the end of the 8 hours, your animal companion appears. You can have only one animal companion at a time.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

If your animal companion is ever slain, the magical bond you share allows you to attempt to return it to life. As an action, you can expend a poultice to attempt to restore it with a Quick Resurrection Challenge.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Primal Companion
When you finish a long rest, you can call a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. As an action, you can dismiss the beast, which flees to safety, as long as you are within 30 feet of it, or call it back to a space within 5 feet of you.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, or not present, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a poultice. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears.

Companion's Bond

Your companion gains a variety of benefits while it is linked to you.

If you chose Animal Companion, it also changes in the following ways:

Exceptional Training

As in the Player's Handbook with the following addition:

Beginning at 6th level, while your companion can see you, it has advantage on all saving throws.

Bestial Fury

As in the Player's Handbook

Beast's Defense

Starting at 15th level, your slayer's companion gains the benefits of your Slayer's Defense feature.