Wizard
Base Class: Wizard

Imbued as the Hero of Water, Alekai's Swordsmanship becomes his arcana. Drawing power from the Sea of Souls, Alekai invokes the divine law of the blade to divide the weak from the strong, dividing them by the helix of history.

Soulcutter

When you draw a sword as a bonus action, or when rolling initiative, you can imbue that weapon with psionic energy. Once on each of your turns, you can deal an additional 1d4 Psychic damage to a creature when you deal damage to it with a sword or a spell.

Spellswords

You gain proficiency with light armor, and in Longswords, Greatswords, and Rapiers. You can use your Intelligence Modifier when making melee attacks with these weapons, instead of Strength, and you ignore the Heavy property of these weapons.

You can also use these weapons as an Arcane Focus, and are considered as having a free hand for Somatic Components when wielding these weapons

Divine Water Breathing

Starting at 2nd level, you can invoke a secret elven magic called the Divine Water Breathing, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Divine Water Breathing, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield. You can also dismiss the Bladesong at any time you choose (no action required).

While your Divine Water Breathing is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
  • You can walk on water and breathe underwater.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Expose Soul

Starting at 10th level, whenever you damage a creature with psychic damage, you can choose to isolate it from the Sea of Souls and expose it to the void (requires no action). You always know the direction to the exposed creature, and each time the exposed creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage). When the exposed creature takes Psychic damage from one of your class features, it cannot recover hit points until the start of your next turn.

This exposure lasts until you dismiss it, or you choose to expose to another creature. This exposure counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your wizard level (maximum of 9th level spell).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Final Shape

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Divine Water Breathing is active.

In addition, when you roll a Natural 20 with a weapon attack during your Divine Water Breathing, roll 1d4. You regain a spell slot equal or lower than the die rolled.

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