
1. Pup of Two Worlds
You were raised on deck and in den. You gain proficiency in Persuasion and Survival, and you can hold your breath twice as long. Plus: Second Wave Healers will always offer you aid — you have advantage on Charisma checks with them.
2. Skin-Thief’s Bane

You know the old cruelty of stolen skins. You have advantage on Insight to detect lies about identity, and once per long rest you can cast Locate Object (sealskin only) without components.
3. Wave-Rider
When you take the Dash action in water, you can carry one willing creature your size or smaller without reducing speed. If that creature is at 0 HP, they stabilize. This is your John’s Embrace feat version.
4. Siren’s Mercy
Prerequisite: ability to cast Selkie’s Lament or Cha 15+
When you charm a creature, you can choose to also end the frightened condition on allies within 30 ft. Love is action, even in song.

