Hmm, obviously subclasses are a very popular article idea, but I was really hoping for some bad guys for my game during October.
I find some of these features confusing. Rage and resistance has been dealt with/given errata. (Though it is effectively just reducing damage further). The wolfsblood - do we need a separate mechanic for lycanthropy? You have it but you don't. Immediately turning others into werewolves just does not sit well with me. I like the overall idea though.
A fighter having a spirit companion. I am not really a fan of spectral companions, but I like the flavour of this, strangely. Though again, the 'companion' can manifest as a 'ghost' but it is not the companion, or at least it doesn't take damage? I was a little lost. I can see players liking this in specific settings, though it seems a bit to track. I like the easing of an action to initiate and the spirit continues the action. Though I always wondered what would happen if the fighter couldn't take an action and the spirit is right there 'watching' the fighter get mauled. (Another prob with the ranger too of course).
Evil Eye pact - a cool idea. Though you can impose disadvantage on one save with hex, but those that have protective wards get advantage. So they just cancel your disadvantage?