Shaman

Spirit Guide
Beginning at 8th level, your deity blesses you with the companionship of a holy spirit guide. Your spirit guide can take almost any form imaginable, based on the preferences of your deity, but it is always a Medium sized entity that occupies a square and can be flanked with. You can summon, dismiss, or resummon your spirit guide in any square within 60' as a bonus action. While your spirit companion is within 60' of you, you may cast spells from your square or the spirit guide's. Additionally, whenever you cast a healing spell, allies adjacent to your spirit companion regain HP equal to twice the level of the cast spell. Your spirit guide has an AC of 17 and can be attacked, but has no hit points. Further, against any effect that deals reduced damage on a successful saving throw, the spirit is treated as automatically succeeding on its save. Instead of losing hit points, if it takes damage greater than your level from a single attack, it is temporarily banished and you take psychic damage equal to half your level. This does not prevent it from being resummoned normally. Your spirit guide moves when you do, and has movement speeds equal to yours. Lastly, as an Action, you can command your spirit guide to attack an enemy adjacent to it. This is a spell attack by you dealing [1d10+Wis Mod] damage.

Spirit Infusion
Beginning at 13th level, your spirit guide can aid you in channeling holy power. As a bonus action while your spirit guide is active, you can allow your spirit guide to assume Concentration of a spell you are currently concentrating on, leaving you free to begin focusing on a new concentration effect. Your spirit guide does not need to make concentration saves when damaged. Instead, it loses concentration instantly if it is dismissed, whether by your action or damage from an attack.

Soul of the World
Beginning at 18th level, you can infuse the very world around you with the will of the divine. As a bonus action while your spirit guide is active, you may infuse the terrain itself with holy power. Doing so dismisses your spirit guide and creates an infused zone 100' in radius, centered on the spirit's location when it is dismissed. You may cast spells from any location in this zone, and any ally that ends their turn in the zone while below 50% of their maximum HP is healed by an amount equal to half their maximum HD, rounded down. Additionally, any enemy that ends their turn in the zone is subjected to your spirit guide's spell attack without requiring any action from you. This infused area lasts until you resummon your spirit, or for one minute, whichever comes first.