|Starfox's 5th Edition Fan Page
Many warriors are haunted by the suffering they have seen, but only a rare few can call the soul of the dead back to their sides to aid them in battle. The haunted fighter—and spectral companion— excel at defending allies in battle. The spectral companion absorbs punishment for the fighter’s allies, while the fighter tethers the companion to the Material Plane.
The only thing that all spectral companions have in common is that they were once alive, and are now dead. Their relationships with the fighters to whom they are bonded vary widely—some are hostile but compelled to obey by their magical bond, while others obey to protect their mutual existence, and others regard the fighter with friendship, loyalty, or love. While the rules above generally assume that the spectral companion is a humanoid, there’s no reason that has to be true—a faithful hound can work just as well. If you’re the GM, consider creating a few interesting secrets known to the spectral companion, and having one of the other players in the party roleplay the companion in any interactions (in addition to their primary character). Not all players or all groups enjoy this mode of play, but for those that do, this is a great way to get players engaged in thinking about other characters in the group. Alternatively, the GM or the haunted fighter’s player can roleplay the companion.
Source: En5ider 42.
Starting at 3rd level when you choose this archetype, you gain a spectral companion that is bound to your soul. Your companion accompanies you on adventures and guards you and your allies. Any creature that can become undead can be a spectral companion, but its spirit manifests as a Medium-sized creature if it is normally larger. This spirit is incorporeal and visible to the naked eye. It speaks the languages it knew in life and may or may not retain knowledge it had while living. It has a number of hit points equal to 5 × your fighter level and uses your Armor Class and saving throw values. Your spectral companion takes full damage from single-target weapon and spell attacks and from effects that deal force, psychic, or radiant damage. It takes no damage from spells and effects that target multiple creatures, unless it is guarding a creature damaged by such an effect (see below). It automatically succeeds on all saving throws. The companion can occupy your space, or the space of any of your allies. It cannot make attacks until you gain the Companion’s Strike feature at 7th level.
Your spectral companion must remain within 30 feet of you. As a bonus action, you may command your spectral companion to guard one creature other than yourself within 30 feet of you. It returns to you automatically if you are more than 30 feet away from it for any reason, and automatically goes with you if you shift away from the Material Plane. A guarded creature gains resistance to all damage other than force, psychic, or radiant damage. Regardless of the damage type, the spectral companion takes damage equal to the amount absorbed.
If your spectral companion falls to 0 hit points, it is dispersed. A dispersed companion disappears from existence and is effectively dead. As part of a short or long rest, your spectral companion returns to full hit points, even if dispersed. If your companion is not dispersed, you may spend an action to spend a Hit Die and restore 2d10 + twice your Constitution modifier hit points to your injured spectral companion.
Starting at 7th level, your spectral companion can lash out at opponents, allowing you to join in opportunity attacks outside your own reach. When an enemy provokes an opportunity attack from the creature that your spectral companion guards, you may spend your reaction for the companion to attack as well. Its attack bonus is equal to your Strength or Dexterity bonus + your proficiency bonus. On a hit, it deals 1d10 necrotic damage and regains hit points equal to the damage dealt. At 15th level, this damage increases to 2d10.
Starting at 10th level, you may allow your spectral companion to manifest completely for a short time. As an action, you conjure a Ghost in a space within 30 feet of you with hit points equal to your five times your fighter level. It disappears when it falls to 0 hit points, moves more than 30 feet away from you, you lose Concentration, or the one-minute duration of the conjuration expires. The ghost is friendly to you and your allies and acts on your turn, after you have acted. As a bonus action, you may command it to take a specific action it is capable of doing. If you give it no commands, it uses the Help action to help you attack against an enemy of your choice. If it uses its Possession action, that effect immediately ends if the duration of the conjuration expires. Damage that the ghost takes does not transfer to your spectral companion, but as long as the ghost is present, your spectral companion cannot guard you or an ally, use Companion’s Strike, or be affected in any way.
Starting at 15th level, you can briefly become ghostly as well. As a bonus action, you gain Blur, a fly speed of 30 feet, and resistance to all damage except force, psychic, or radiant damage. This has a duration of concentration, maximum of 1 minute (as concentrating on a spell). Once you use this feature, you may not do so again until you complete a short or long rest.
Alternatively you may cast Eternalness on yourself with a duration of concentration, maximum of 1 minute (as concentrating on a spell). If you cast Eternalness, you also use up your ability to become ghostly until your next long or short rest. Eternalness can only be used once between long rests.
Starting at 18th level, your spectral companion calls forth a legion of others like it to guard you and all of your allies. As an action, you and all allies within 30 feet gains resistance against all damage except force, psychic, or radiant damage. This lasts for one minute. Once you use this feature, you may not do so again until you complete a long rest.