There is nowhere that the souls of the deceased do not drift. When you choose this archetype at 3rd level, you learn how to call upon souls that you are familiar with to haunt an area.

You can change your list of prepared ghosts when you finish a long rest. Preparing a new list of ghosts requires time spent communing with the dead, meditation, or prayer: at least 1 minute per prerequisite level or empowerment level for each ghost on your list.

You prepare a list of ghosts that are available for you to call upon to haunt the field. When you do so, choose a number of ghost types as specified on the ghost haunts table (minimum of one ghost).

Deploying Ghosts

Haunting Grounds. Once a round, you can send a ghost to haunt an area with a radius specified on the class table centered on a point you choose within 30 feet as a bonus action.

A creature that enters the haunt's area for the first time on a turn or starts its turn there must make a saving throw. On a failed save, a creature is under the effects of the ghost while in the radius.

Maintaining the ghost takes your concentration, but you can have any number of ghosts active at the same time. A ghost returns when you choose on your turn, or when you are more than 60 from it.

Once you use this feature twice, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it three times before a rest.

Saving Throws. Some of your haunts require your targets to make a saving throw to resist the ghosts' effects. The saving throw DC is calculated as follows: