You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
As a reaction, reduce damage dealt to you by 1d12 +3 once per short rest.
After you have grappled a creature, you begin to dive straight downward holding your prey in the water in order to drown them. Once grappled and in water, the creature must make a DC 14 CON saving throw or begin to suffocate. If the creature is below half health or has no swim speed, they have disadvantage on the save.
You sing a magical melody. Choose 2 creatures to sing to as if they are the only ones who hear you. Creatures must make a WIS saving throw (13) with disadvantage if they are unaware of your presence, or be charmed and incapacitated until the song ends and take 1d4 psychic damage.
If target(s) are more than 5ft away from you, they must move on their turn toward you by the most direct route. Before moving into opportunity attacks or difficult terrain, the target(s) can repeat the saving throw.
A creature can also repeat the saving throw at the end of each of its turns. If successful, the effect ends on it.
Any target(s) that successfully save are immune to your song for the next 24 hours.
You have 3 luck points per long rest. Whenever you make an attack roll, an ability check, or a saving throw (or when an attack roll is made against you), you can spend one to roll an additional d20 and you choose which die to use. You can choose to spend luck points after you roll the die, but before the outcome is determined.
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Uses: 3/long rest
When you give a charmed or frightened creature a hug, they are given advantage on their next saving throw.
You can speak with insects whenever you damn well please.
As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
Uses: 6 / long rest
You can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Uses: 2 / long rest
Whenever you use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2+ the spell's level.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. The target must succeed on a STR save (DC 11) or be moved 5 ft. toward you or away from you. A creature can willingly fail this save.