***Prerequisite:** Has contracted (and recovered from) Sea Change caused by an Aboleth.* The mutagenic properties of the Sea Change disease have left indelible marks upon you that cannot be removed by even the *remove curse* spell. You find yourself marked as separate from your friends and allies. You gain the aberration creature type in addition to any other types you already possess. Gain the following traits: **Unsettling Appearance.** Deduct an expertise die from persuasion checks or deduct a D4 from attempts to use persuasion. **Disguise Kit Proficiency.** You rapidly become adept at attempting to hide the unnatural pallor that afflicts you. You gain proficiency in the use of a Disguise kit. **Thoughtspeech.** If you are within 30 of another creature, you may attempt to use concentration to communicate with it mentally. If you and the creature share a language then you may communicate successfully. The creature is aware that someone is trying to communicate with it, and may attempt to respond in kind if able. **Unbreathing.** You can respire using the oxygen you produce internally when in direct daylight. This may allow you to hide underwater or reduce your exposure to some poisons. **Venom Spitter.** You can spit a horrifying poison concoction. As a bonus action you may use this on a creature within 10 who must make a Constitution saving throw vs your maneuver DC or take D12 poison damage. This damage increases to 2D12 at 5th level, 3D12 at 11th level and 4D12 at 17th level. The poison is non-magical in nature.