Approach of the Poltergeist
Wary that the dead may very well abuse the help provided to them, some soul-seers limit their communed spirits to interacting with the inanimate of the world they left behind. Those who take on the approach of the poltergeist are those who have mastered this limited bond, channeling their spirits power so that they can manipulate and handle objects from far-away. With enough trust, these spirits may even interact with the living through manipulating worn objects.
Spectral Control
Upon taking this approach at 3rd level, you can channel spirits so that they manipulate objects outside your reach. As a bonus action, choose a Large or smaller nonmagical object within 60 feet of you that isn't being worn or held, and weighs less than 10 times your Wisdom score. You animate it for the next minute, allowing you to move it up to 30 feet in any direction of your choice. It hovers if you end its movement in the air, falling to the ground once the duration ends. This movement provokes attacks of opportunity as if it was a creature, though these attacks are made with disadvantage.
For the duration or until the object is reduced to 0 hit points, you can spend your bonus action on your turn to move the object again, as well as make a melee weapon attack with it against a creature within range. If the object is a weapon, you treat it as if you were proficient in it. Otherwise, a Large object uses a d10 for damage, a Medium object uses a d8, and a small object uses a d6. You use your Wisdom modifier for attack and damage rolls with this object.
Large objects are proficient in Athletics, Small objects are proficient in Acrobatics, and Medium objects are proficient in either (your choice upon animating it). It uses your Wisdom modifier for any Athletic or Acrobatic checks it would make.
If the object's AC would be lower than your spell save DC, it uses it instead for the duration.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after finishing a long rest.
Spectral Aid
Also at 3rd level, you know the Mage Hand and Unseen Servant spells. These spells are always prepared, and don't count against the number of spells you can prepare each day.
Animated Flight
Starting at 6th level, you can allow your communion spirit to move you through your clothing or armor. As an action, you can release one of your tethered spirits. Doing so gives you a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. If your armor or clothing normally imposes disadvantage on Dexterity (Stealth) checks, they don't for this duration.
Once you have used this feature, you can't do so again until you finish a long rest. You can regain a use of this feature by expending a spell slot of 1st level or higher.
Retaliatory Weapon
At 10th level, your spirits can possess the weapons of your enemies. You can use your Spectral Control feature to instead target a weapon held by a creature, or the creature itself if it is made of inorganic matter. Doing so removes your ability to move it, but whenever the target would attempt an attack with the weapon, you can spend your reaction to perform one of the following;
- Reduce any attack rolls it makes with the weapon by an amount equal to half your proficiency bonus.
- Until the end of its next turn, anytime the creature misses a weapon attack, it takes half damage from its weapon damage dice.
Crush Life
At 14th level, you can harm a creature through the means it tries to protect itself. As an action, choose a creature made of inorganic matter, or that is wearing armor or a shield. They must succeed a Strength saving throw, taking 8d10 bludgeoning damage and having their movement speed halved until the end of their next turn on a failed save. On a successful save, they take half damage and no movement reduction.
Once you have used this feature, you can't do so again until you finish a long rest.

