Approach of Haunted Vessel

While many do not enjoy losing control over their own body, some soul-seers see it as a price they must pay to help the dead move on. By allowing their communed spirit a brief control over flesh and bone, the dead can manifest more of their power rather than through by being merely a passenger in someone's body.

Restful Guardian

Upon taking this approach at 3rd level, your spirits guard you while you aren't awake. You gain the following benefits:

Relinquish Control

Also at 3rd level, you can forgo bodily control to allow your dead kin to fight for you. As a bonus action, you can let your communion spirit take over. For the next minute, you gain the following benefits:

While you are in this state, you can't cast spells of 1st level or higher unless you learned them through Communion Talents. This feature ends early if you drop to 0 hit points or die outright.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after finishing a long rest. You can still use this feature while you have no remaining uses, but doing so gives you a level of exhaustion once the feature ends.

Communion of Minds

At 6th level, you collection of souls guards your mind against trickery. When you would fail a saving throw against being frightened or charmed, you can spend a reaction to spend a use of your Relinquish Control feature. Doing so causes you succeed against the save instead.

Upon using your Relinquish Control feature, you can also release one of your tethered. Doing so gives you advantage against being Charmed or Frightened for the next minute.

Not all Gone

At 10th level, you still maintain a degree of control when giving your Communion Spirits the reins over your body.

Awakened Wrath

At 14th level, you can fully release control over your body to your Communion Spirit, allowing it to fight for you while you are on deaths door. Upon dropping to 0 hit points or falling unconscious, you can immediately spend a use of your Relinquish Control feature. Doing so now grants you a number of temporary hit points equal to four times your level in this class.

While you have these temporary hit points, you gain the following benefits;

Once these temporary hit points drop to 0 or the minute has passed, this feature immediately ends, causing you to fall unconscious if you are still at 0 hit points and gain 1 failed death save.

Once you have used this feature, you can't use it again until you finish a long rest.