Dread Wavelord/Wavemistress
Umberlee is a fickle and dangerous goddess and all who sail the seas must fear and respect her. Journeys without proper sacrifice and offering to the Bitch Queen are prone to failure, but people like you have risen to such esteem with the goddess that you now have a personal connection with her.
You were personally spared by Umberlee. You were drowned and your soul was sent back, granting you a deep connection to the goddess to channel some of her powers, and for her to use your body as she sees fit.
Your clothing will always seem to be stained with salt water, your hair clings to your head, filthy and wet. You smell of fish as bits of seaweed seem to always cling to your body, and it seems seagulls follow you always. Perhaps awaiting the corpse that was stolen from them.
Level 7 Dread Wavelord/Wavemistress
Attributes: Increase three attributes by 1 each.
Health: +12
Languages: Any one
Traditions: Hydromancy
Spells: One expert
Blessing of the Sea: You can breathe while submerged in water, and you gain the Swimmer trait if you don’t have it already. Finally, while you are on board a seafaring vessel, no beasts attack you, members of the crew, or other passengers, and the ship enjoys favorable winds and clement weather until it reaches its destination. The change to the weather extends out to a range of one-half mile in all directions.
The Sea Queen’s Trident (Magical): You can use an action to cause a trident to appear in your hand and remain until it leaves your hand. The weapon is made from coral. The weapon uses the normal rules for a trident, except you can substitute Will for the attribute you normally use when you roll to attack with it. The weapon grants you 1 boon on rolls to attack with it and your attacks deal an extra 1d6 damage. At level 10, the extra damage increases to 2d6. Finally, when you get a critical success for an attack with this weapon against an air-breathing creature, you fill the target’s lungs with water. The target becomes weakened (luck ends) and subject to suffocation.
Level 8 Dread Wavelord/Wavemistress
Health: +12
Bonus Damage: +1d6
Spells: One expert
Call of the Deep (Magical): You can use an action to evoke the essence of your god. Target any number of creatures more than 5 yards away, but within 10 yards. Each target makes a Strength roll with 1 bane. On a failure, ghostly waters drag the target into an empty space of your choice within 5 yards of you, and then the target becomes vulnerable (luck ends).
Level 10 Dread Wavelord/Wavemistress
Health: +12
Bonus Damage: +1d6
Spells: One master
Sea God’s Wrath (Magical): You can use an action to cause water to fill one Size 5 space within 15 yards. The water remains bound to that space. Creatures can move in the target space by swimming, but they cannot leave it. At the end of the round, a whirlpool forms in the center of the target space as the waters drain away. Each creature in the space takes 4d6 damage and must make a Strength roll. On a failure, the creature takes an extra 4d6 damage. Any creature incapacitated by this damage disappears, dragged to the bottom of the ocean.
You can use this talent once. You regain the use of it after you rest.