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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.

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