After years of making fixes on your property you have some handy skills. You can spend a short rest repairing a broken or damaged, weapon, item, or vehicle. Make a DC 13 Intelligence (Circuitry, Mechanics, or Investigation) check. On a success the object will work as normal for 1d10 + Int days before it will need to be repaired again. In addition, you are able forage or hunt for food, choose one source from the table bellow. If you have access to your chosen source of food, you can maintain a moderate lifestyle while working as a hunter/gatherer.
Source | Proficiency | Requirement | Duration | # of Rations per hunt |
---|---|---|---|---|
Berries and Plants | Gain proficiency with Nature | No requirements | 2 hours | 4 rations |
Fresh-water Fish | Gain proficiency with Fishing-Rod | Must have access to a pond, lake, stream, or river that isn't exposed to toxic waste | 1 hour | 8 rations |
Salt-water Fish | Gain proficiency with Commercial Naval Vehicles | Must have access to an fishing vessel | 2 hours | 8 rations |
Woodland Beast | Gain expertise with Survival, and proficiency with Rifles | No requirement (watch out for bears) | 6 hours | 16 rations |
Mountain Beast | Gain expertise with Survival, and proficiency with Rifles | Must have access to mountainous terrain (don't freeze to death) | 6 hours | 32 rations |
Monster Hunter | Gain expertise with Survival, and proficiency with Heavy Weapons | No requirement (kind of dangerous). Roll on the Minor Injury Table after each hunt | 1 day | Provides for 10 people for one month |
Once per turn when you make ranged attack against a creature, you can add your Wisdom modifier to the attack or damage roll (choose one). If the target is suprised, double this bonus.
You can command the nature to fight by your side. Choose a beast or plant that has a challenge rating of 1/4 or less as your companion. The challenge rating increases to 1/2 at 6th level. The abilities of your natural companion are in part defined by your character level. The companion add your proficiency bonus to its AC, attack rolls, and damage rolls. Its hit point maximum equals half your own, and it gain one hit die for each one you have. The Intelligence score of your companion equals 6, if it is lower. The companion obeys your commands as best as it can. It takes its turn on your initiative, but it doesn’t take an action unless you command it to. As a bonus action on your turn, you can mentally command the companion to move, and direct it to take the Attack, Dash, Disengage, Dodge, or Help action. Over the course of a long rest, you can choose to replace your companion for another one. If your companion is slain, you may train another one by spending 8 hours performing a ritual and 1 WEA in materials. If you die, your companion becomes a regular animal or plant.