Selkie Spellcasting – “Tidecaller”
Spellcasting Ability: Charisma — your songs shape the sea
Focus: Your sealskin (must be worn or held)
Cantrips at 1st: Shape Water + one of Vicious Mockery (as Lament) or Guidance (as Brine Sense)
Slots: Half-caster like Paladin/Ranger, but Wisdom of the Tides at 9th:
| Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
| — | — | — | — | — | — | — |
| 1-2 | 2 | 2 | – | – | – | – |
| 3-4 | 2 | 3 | – | – | – | – |
| 5-6 | 3 | 4 | 2 | – | – | – |
| 7-8 | 3 | 4 | 3 | – | – | – |
| 9-10 | 3 | 4 | 3 | 2 | – | – |
| 13-14 | 4 | 4 | 3 | 3 | 2 | – |
| 17-20 | 4 | 4 | 3 | 3 | 3 | 2 |
Potent Additions:
Level 6 — Potent Lament: When you cast an enchantment spell (Selkie’s Lament, Calm Emotions, Hypnotic Pattern), targets have disadvantage on the first save if they’re in water or you sang this turn. Your charmed creatures also can’t be frightened by your enemies.
Level 10 — Tide Surge: Once per short rest when you cast a spell of 1st+ that restores HP or grants movement, you can surge: all allies in 30 ft can immediately move 15 ft without provoking, + your spell heals +Cha.
Level 14 — Stormcaller: Your Storm-Skin now lets you cast Call Lightning and Control Water once each per long rest without a slot while in seal form or rain.
Expanded Selkie Spell List:
1st: Brine Bond, Create/Destroy Water, Fog Cloud, Healing Word, Dissonant Whispers
2nd: Slip the Skin, Misty Step (as foam-step), Lesser Restoration, Shatter (as wave-crash)
3rd: Selkie’s Lament, Tidal Wave, Water Breathing, Dispel Magic
4th: Storm-Skin, Control Water, Freedom of Movement
5th: Cone of Cold (as arctic current), Mass Cure Wounds
This makes Waverider selkies into rescue-casters, Lament Singers into battlefield controllers, and still keeps the Second Wave flavor — love is action, even as a 5th-level spell.
This cutie came out perfect — a selkie adventurer on deck in watercolor, plus a class badge for your site header.
Here’s a quick core class draft for angel-haven.com:
The Selkie — Core Class
Hit Die: d10, Saves: Dex / Cha
Skinbound: You wear a sealskin. While wearing it you can breathe underwater, swim
speed = walk speed. If it’s stolen, you lose your Wave Magic until recovered — great story hook.
Level 1 — Slip the Skin: Bonus action shed grapple/restraint, 15 ft shift toward water
Level 2 — Wave Magic: Pick 2: Brine Bond, Slip the Skin, Selkie’s Lament (uses Cha)
Level 3 — Pod Path: Choose Waverider (rescue/tank), Lament Singer (charm/support), or Skinthief Hunter (tracker/rogue-ish)
Level 6 — Storm-Skin: Resistance to cold/lightning 10 min, 1x per long rest
Level 10 — Pup of Two Worlds: You are beloved by Second Wave crews — free haven, advantage with sailors
Level 14 — True Selkie: At will Polymorph (seal only), no concentration in water
Level 20 — Heart of the Haven: Once per day, mass Siren’s Mercy — charm foes, heal allies 30 ft
Pairs beautifully with your feats (Wave-Rider, Skin-Thief’s Bane) and Second Wave cleric spells.

—
1. Haven’s Call
5th-level conjuration
Casting Time: 1 action | Range: 120 ft | Components: V, S (sealskin)
Duration: Concentration, up to 1 minute
You sing the Second Wave’s rescue hymn. A spectral white-sailed galleon shimmers on the water/air.
Choose up to 6 creatures you can see in range. Each teleports to an unoccupied space within 30 ft of you (willing only) or is pulled 30 ft toward you and stabilized if at 0 HP (unwilling gets Wis save).
While concentrated, you create a 30-ft aura: allies have water breathing, advantage vs frightened, and difficult terrain from water/ice doesn’t cost extra.
Potent: If cast in a storm or while raining, the aura also grants half cover.
—
2. Skin of the Leviathan
5th-level transmutation
Casting Time: 1 bonus action | Range: Self | Components: V
Duration: 10 minutes
You borrow the old deep magic. Your sealskin grows thick as a whale’s hide.
You gain: 40 temp HP, resistance to bludgeoning/piercing/slashing, swim speed 60 ft, and you can breathe underwater. Your unarmed strikes deal 2d8 bludgeoning + your Cha mod (counts as magical).
Once during the spell, as an action, you can Breach: leap up to 60 ft out of water, crash down. Creatures in 15 ft make Str save or take 6d8 bludgeoning and fall prone.
This is your selkie barbarian moment — pure rescue-through-force.
—
3. The Last Lament
5th-level enchantment
Casting Time: 1 action | Range: 60 ft | Components: V
Duration: Instantaneous
You sing the song selkies sing only once — for those who steal skins and sink haven-ships.
Each hostile creature in a 30-ft cone makes a Wis save. On fail: 8d8 psychic damage, charmed by you for 1 minute, and drops what it’s holding (a stolen sealskin flies to you). On success: half damage, not charmed.
Creatures charmed this way will not attack your pod and will answer one truthful question about a captive or stolen item.
Mercy Clause (very Second Wave): You can choose to make it nonlethal. If you do, creatures reduced to 0 HP are stable and charmed for 1 hour instead of unconscious.
