You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
-Medium, 30 ft walk, 40 feet swim, amphibious
-Languages: Common, Abyssal, Aquan, Druidic, Elvish, Goelic, Irish Gaelic, Kraul, Primordial
-Fey Ancestry: Advantage on saving throws to avoid or end the charmed condition
-Friend of the Sea: you can communicate simple ideas to any beast with a swimming speed. It can understand your words, even if you cannot understand it in return.
-Darkvision: You can see 60 feet in Dim Light as if it were bright light. When in darkness you see it as if it were dim light (shades of gray).
-Trance: You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours of meditation.
-Storm Sorcerer (subclass)
-Wind speaker (fluent in Primordial)
-Tempestuous Magic: as a bonus action, you can cause gusts of air to surround you before or after you cast a spell (1st level or higher) that allows you to FLY up to 10 ft without provoking attacks of opportunity.
-Font of Magic: you have 4 sorcery point that you regain on long rests. Use these points to gain additional spell slots, or sacrifice spell slots to gain more sorcery points (bonus actions).
-Metamagics:
---Distant Spell: 1 sorcery point to x2 range of spells (works for those that are in only touch range too)
---Empowered spell: 1 sorcery point to reroll up to 5 of the damage dice used on spells. You must use the new rolls.
-Otherworldy Patron: the Fathomless
-Tentacle of the Deeps: you can summon a spectral tentacle that strikes at your foes (x4 uses each long rest). Summoning, moving the tentacle, and telling it to attack all take 1 bonus action for each command.
-Guardian Coil: Your summoned tentacle can defend you and others. When you or a creature you can see takes damage when within 10 ft of the tentacle, you can use a Reaction to reduce the damage to one creature by 1d8.
-Gift of the Sea: Swimming Speed = 40 feet
-Oceanic Soul: Resistance to cold damage, and you can mutually understand any submerged creatures speech when you are submerged too.
- Eldritch Invocations:
---Agonizing Blast: add CHA bonus to Soinneáin Draíochta, Eldritch Blast (already calculated)
---Lance of Lethargy: Reduce a creature's movement speed by -10 when you hit them with Eldritch blast.
---Beguiling Influence: Gain proficiency in Deception and Persuasion skills