Base Class: Fighter
A person who stumbled upon a spirit or greater entity doesn't know they have been affected until it is long too late, and when they do, an explosion of arcane energy bursts from them and they do everything in their power to keep it in check to use it to defeat any foe and protect their allies.
Spellcasting
When you reach 3rd level, you can harness your newfound arcane power to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips. You learn 2 cantrips of your choice from the warlock Spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Divided Soul spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell hex and have a 1st-level and a 2nd-level spell slot available, you can cast hex using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level warlock spells of your choice.
The Spells Known column of the Divided Soul Spellcasting table shows when you learn more warlock spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
Aquatic Alcove/Jet Stream
Aquatic Alcove
Beginning when you choose this archetype at 3rd level, you are able to harness the power of water within you to an extent that you are able to use it to defend yourself and your allies. Whenever you or an ally that you can see within 20 feet is attacked, you can spend your reaction to create an alcove of water, encasing you or your ally. The damage they receive is reduced by 1d8 + your charisma modifier (minimum of 1).
Jet Stream
Beginning when you choose this archetype at 3rd level, you are able to harness the power of water within you to an extent that you are able to use it to push your enemies from your allies. Whenever you or an ally that you can see within 20 feet is attacked, you can spend your reaction to shoot a stream of cold water towards your enemies, pushing them away. Make a ranged spell attack against the target. On hit, deal 1d8 + your charisma modifier and pushes the target 10 feet in the direction of the stream. Pushing enemies away provokes opportunity attacked only for your allies. If an enemy were to be hit into a wall or a hard surface, they take an additional 1d8 damage.
You can use these abilities a number of times equal to your charisma modifier + 1. You regain all uses of this ability after a short or long rest.
This ability's dice amount increases to 2d8 at 7th level and 3d8 at 15th level
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Heightened Senses
At 10th level, you gain an additional reaction use per turn, going up to 2 uses.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.