Soul of the Sea At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. You're also naturally adapted to frigid water, as described in chapter 5 of the Dungeon Master's Guide. Additionally, your attunement to the sea allows you to navigate it with ease. When you make an ability check with a vehicle (water), you can do so with advantage. Additionally, while at sea, you have advantage on any Wisdom (Survival) checks you make relating to the sea.

Grasp of the Tide Starting when you choose this origin at 1st level, your innate magic allows you to manipulate and control water. You learn the shape water cantrip, which doesn't count against your number of sorcerer cantrips known. It is considered a sorcerer spell for you. Whenever you cast a sorcerer spell of 1st level or higher, you can use a bonus action to summon a harmless wave of water to blast another creature or object you can see within 60 feet of you. An unwilling target must make a Strength saving throw against your spell save DC. On a failed save, the target is either pushed 10 feet directly away from you, or pulled 10 feet towards you. Additionally, any non-magical fire the target is carrying is extinguished, and if the target was on fire, the fire is put out.