
1.
Slip the Skin —
2nd-level transmutation
- Bonus action. You shed your sealskin as a reaction to being grappled/restrained and teleport 15 ft into water (or nearest unoccupied space). Leaves the attacker holding an empty, wet skin. Very selkie.
2.
Selkie’s Lament —
3rd-level enchantment
- You sing the song of a lost pup. Enemies in 30 ft must Wis save or be charmed for 1 minute — they can’t willingly move away from you. Breaks if you attack. Made for those non-violent Second Wave rescues.
3. Brine Bond —
1st-level divination (ritual)
- Touch two willing creatures. For 8 hours they can breathe underwater and sense each other’s direction within 1 mile. Basically White Sail Mark but for selkie pods.
4. Storm-Skin —
4th-level abjuration
- Your sealskin hardens like a white galleon hull. Gain resistance to cold, lightning, and bludgeoning for 10 minutes, and you can dash through difficult terrain (water, ice, wreckage) without penalty.
1.
Slip the Skin —
2nd-level transmutation
Bonus action. You shed your sealskin as a reaction to being grappled/restrained and teleport 15 ft into water (or nearest unoccupied space). Leaves the attacker holding an empty, wet skin. Very selkie.
2.
Selkie’s Lament —
3rd-level enchantment
You sing the song of a lost pup. Enemies in 30 ft must Wis save or be charmed for 1 minute — they can’t willingly move away from you. Breaks if you attack. Made for those non-violent Second Wave rescues.
3. Brine Bond —
1st-level divination (ritual)
Touch two willing creatures. For 8 hours they can breathe underwater and sense each other’s direction within 1 mile. Basically White Sail Mark but for selkie pods.
4. Storm-Skin —
4th-level abjuration
Your sealskin hardens like a white galleon hull. Gain resistance to cold, lightning, and bludgeoning for 10 minutes, and you can dash through difficult terrain (water, ice, wreckage) without penalty.
