Morskie Featy

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain a swim speed equal to your walking speed. If you already have a swim speed, or if you are at least level 10, your swim speed increases by 10 feet.
* You may hold your breath twice as long before suffocating, and if you start suffocating, you can survive for an additional 2 rounds before dropping to 0 hit points.

###### Amphibious Adaptation

You can survive out of water far longer than your
aquatic kin.
Prerequisite: Aquatic creature that cannot
breathe out of water.
Benefit:

* Increase your Constitution score by 1, to a maximum of 20.
* You can survive out of water for a number of hours equal to your Consitution score before you risk suffocation. If you already have the ability to survive out of water for a limited amount of time before suffocating or suffering other ill effects, that amount of time is doubled.
* If you do not possess a land speed, you gain a land speed of 5 feet. If you possess a land speed that is less than 20 feet, your speed on land increases by 5 feet.
* You can walk across the top of unstable mats of seaweed, kelp, lily pads, and the like, requiring a DC 5 Dexterity (Acrobatics) check for large, thick tangles of such aquatic vegetation and a DC 15 Dexterity (Acrobatics) check for thin or loose layers of such vegetation. In addition, plants and plant-based effects gain disadvantage on any check to grapple you and you gain advantage on any roll to avoid being grappled by a plant or plant-based effect (such as a saving throw against entangle).

###### Breaching Leap

You can hurl your body out of the water up and over obstacles and creatures, and even crash down on those below.
Prerequisite: Str 13, swim speed.

* You can take the Dash action or Disengage action as a bonus action on your turn if you are swimming.
* If you fall into water, the maximum falling damage you may suffer is 3d6 no matter what height you fall from.
* You gain advantage on Dexterity (Acrobatics) checks made to jump when you are swimming. If you are swimming and you jump at least 5 feet immediately before attacking, you gain a +1 bonus on damage rolls for every 5 feet you jump.

###### Corsair

You are a nimble and dangerous foe aboard a ship.
Prerequisites: Spent at least 1 month working on
a ship.
Benefit:

* Increase your Dexterity score by 1, to a maximum of 20.
* You get a +2 bonus on initiative checks made while on a ship or in an aquatic environment and deal an additional +1 damage when using light or one-handed weapons on a ship or in an aquatic environment.
* While you are on a ship, if an enemy would have advantage when attacking you, they gain disadvantage.

###### Eel Strike

You can strike swiftly and retreat beyond your enemy's reach, whether swimming or dancing across seaweed beds.
Prerequisite: Dex 13, swim speed.
Benefit:

* You gain a +10 to your movement speed while swimming.
* If you use the disengage action while swimming you can take a single melee attack as a bonus action before you begin your movement.
* When using your swim speed to move before and after an attack action, your swim speed increases by 20 feet or by an amount equal to your swim speed, whichever is lower

###### Expert Sailor

* You have an advantage to any skill check pertaining to movement, navigation, ship handling, or avoiding hazards aboard a ship.
* If any effect would move you against your will, you can decrease the distance of this move by 5 feet.
* You gain +2 bonus to initiative rolls. When aboard a ship, this bonus increases to +4

###### Grizzled Captain

* You gain an advantage on Intimidation checks.
* All allied creatures within 10 feet of you gain +1 bonus on Initiative, attack, and damage rolls. this bonus increases to +2 when on a ship.
* Whenever an allied creature within 15 feet of you scores a critical hit, you may move 5 feet without provoking opportunity attacks

###### Hear the Sea

Your ears are keenly attuned to faraway sounds in
the water.
Benefit: You gain a +2 bonus to your passive Perception when you are in water, and on hearing based Perception checks in all situations. You reduce the distance penalty on hearing-based Perception checks to -1 per 30 feet at the water's surface and -1 per 60 feet underwater. In addition, you can detect the location of creatures moving creatures in the water within 5 feet (or within 20 feet for creatures lacking a swim speed) as if you had tremorsense.

###### Hoist the Colors

Your dread banner strikes terror into the hearts of enemies.
Prerequisite: Charisma 15 or higher, Intimidation proficiency

* Increase your Charisma by 1, to a maximum of 20.
* You can use Charisma (Intimidation) checks to demoralize creatures that can see your distinctive banner or flag at any distance, as long as they can clearly see your ensign.
* Once per day while making a Charisma (Intimidation) check, you can demoralize the entire crew of a ship by successfully demoralizing the captain of that ship; at the GM's option, you can also use this ability to demoralize a troop of soldiers or similar military unit, using their commander to set the DC of the Intimidate check.

###### Honor Among Thieves

* You gain an advantage on saving throws against being charmed. Whenever being charmed would cause you to break your word, you can repeat the saving throw.
* You have proficiency with Deception skill.

###### Naval Commander

Your clever tactics and forceful leadership help your crew tackle any task.
Prerequisite: Charisma 13 or higher, Intimidation or Persuasion proficiency.
Benefit:

* If you are on board a ship, you can use the Help action to assist every ally on board that is performing a type of action specified by you, either performing a skill or making an attack.
* You can use the Help action to assist your allies defensively, granting a +2 bonus to Armor Class and a advantage on Dexterity
* saves until the beginning of your next turn.

###### Sea Sight

Your eyes are accustomed to penetrating the murk of the sea and the creatures lurking in it.
Prerequisite: Perception proficiency, swim speed.
Benefit:

* You can see out to double the normal range in the water. If you have darkvision, the range of that darkvision is also doubled underwater.
* When your attack misses a creature in the water due to obscurement, you can reroll that attack once.
* You have advantage on Wisdom (Perception) rolls when underwater.

###### Sea Singer

Your powerful humming carries your music underwater with power.
Prerequisite: At least 1 level in bard.
Benefit: You can use potent subsonic humming to create bardic performances with auditory components underwater and cast bard spells with verbal components while underwater, even while holding your breath. These spells and effects have
the normal range and effect, save that language dependent effects do not function in conjunction with this feat (such as the command spell). You cannot use this feat to cast spells from other classes. If you are at least level 10, you can cast spells if
you magically assume the form of a creature with a swim speed.

###### Sea Wizard

When you take this feat choose one type of damage: cold, lightning, thunder. Once this choice is made it can not be changed.

* All your spells that deal damage deal an additional 1 point of damage of the chosen type.
* Whenever you deal damage with a spell you can choose to make all creatures dealt damage make a Strength saving throw against your spell save DC or be pushed 10 feet away from you.
* Whenever you miss on a spell attack roll or a creature makes a saving throw against your spell that would deal and is dealt no damage, you can deal it a damage of the chosen type equal to your Spellcasting Ability modifier. Once you use this feature you cannot use it again until you finish a short or long rest.

###### Share Breath

You and your allies can share another's breath above the waves or below them.
Prerequisite: Prerequisite: The ability to breathe water
Benefit: As an action, you can imbue an ally with the ability to breathe water. Your ally must remain within 10 feet of you. This ability persists until you revoke it as an action or until the creature moves farther from you than the above distance. If the ability ends while that creature is still underwater, it may begin to drown.

###### Ship Sage

Your blend your knowledge of the natural and the magical into true nautical expertise.
Prerequisite: Proficiency in Nature or Survival, the ability to cast at least one spell.
Benefit:

* You do not have to make concentration checks as a result of an unsteady ship, even in a storm.
* You gain advantage on checks to identify aquatic creatures.
* You can spend one week familiarizing yourself with a specific ship, living and working aboard it. Once you have done so, spells that you cast that deal hit point damage do not harm the ship. This benefit ends if you spend more than one month away from your ship or if you familiarize yourself with another ship.

###### Submarine Skirmish

You can flip, twist, and turn in deadly and dangerous attacks in the water.
Prerequisites: A swim speed.
Benefit:

* If you dash when swimming, your swim speed is increased by 10 feet until the end of your turn.
* If you use the disengage action while swimming, you may take a single melee attack before beginning your movement.
* If you move at least 10 feet before making an attack, you gain advantage on one attack you make during or after that movement.

###### Swashbuckler

You gain proficiency with rapiers and light crossbows and you add +2 to damage rolls for attacks made with them.
You gain +1 bonus to Initiative and Armor class while wearing light or no armor