That is fine.
[ +- ] Familiar
Familiars are usually benevolent spirits that have attached themselves to another living spirit. Familiars are umbral, but take the shape of a particular animal—typically no larger than a medium-sized dog—that is visible to anyone. Despite being able to be seen by anyone, familiars cannot speak, and instead communicate telepathically with their master. They have a movement of 30 feet and are able to remain manifested so long as they are within a 50-foot radius of their master.
Familiars are incorporeal to everything but their master, and as such, are unable to physically interact with other objects or individuals. That does not mean they are impervious to damage; when summoned, a familiar has 1 Hit Point, and can be damaged by magical effects. If a familiar’s Hit Points are reduced to 0, the familiar disappears and its master takes 1 point of damage. Summoning and unsummoning a familiar is considered free and does not require a Test. When summoned, the familiar will appear on or within 5 feet of its master.
I am open to creating new traits but try to keep them inline with the systems power structure so as not to imbalance the game. Something like
[ +- ] Totem Spirit
Spirits will at times follow, serve, and protect specific tribes, families, or individuals. These spirits normally reside in the spirit realm but can be called to the mortal realm by those they bind themselves to. The spirits can be of any beast, element, or other form the game master allows. The spirit understands the summoner and with eye contact while within 50 feet can share emotions, impressions freely and memories with a test at disadvantage.
Summoning and unsummoning a totem spirit is considered free and does not require a Test. When summoned, the spirit will appear within 25 feet of its summoner and will remain manifested for an hour. Each hour after that requires a test to see if the summoner is able to provide them the strength they need to stay with them. The spirit must rest 1 hour for each hour it was summoned. The spirit may be summoned early with a successful test at disadvantage but the time it must rest is doubled thereafter.
When summoned the spirit can appear as a mortal creature or somewhat ghostly and clearly spiritual in nature. Changing between these two states is an action. When in its mortal state the spirit has a movement of 30 (flying forms fly 40 and move 5) and can attack once a turn but will only do so in defense of itself or its master. When is it spirit form its movement is doubled and the spirit has one trait usually pertaining to it's nature (heightened senses, stealth, brawn, etc). The spirit has half the hit points of the summoner and can be attacked in either state. If the spirit is reduced to 0 hit points it can not be summoned again for at least a day.
An alternate route, though it would take a bit more time, is to take beast speech then become a druid with true animal companions