🥾Survivor Abilities

Hunting Buddy

Ability

During a short rest, you can spend time in an area with animals and attempt to gain a Hunting Buddy. A Hunting Buddy is a relatively small creature with 1 HP, normal walking speed, and generally rolls off of your nature skill check. They can’t really do much unless you command them.

You can command your Hunting Buddy as a quick action. After commanding them, they gain an action and movement action. What they’re capable of is up to the DM, but they are always able to use the Help Special Action.

Requires +2 Bonus In Nature

Home Advantage

Ability

Choose an environment that is familiar and is significant to your character. In that Home Advantage environment, you passively benefit from the Dash Special Action and have advantage on all stealth skill check rolls.

This environment you choose doesn’t have to be naturally occurring. It can include anything from urban cities, the vacuum of space, the comfort of a living room, as long as the DM agrees that it is an environment.

The environment you pick is permanent unless you get certain perks that allow you to add more environments

No Requirement

Feral Spirit

Ability

You gain a small passive buff based on an animal. You can change this passive at a short rest.

(Can choose a tiger for a small 10ft bonus to movement speed or a hummingbird for advantage on skill checks that help you find out which direction is which)

Requires +2 Bonus In Nature

Remedy

Ability

You gain a new Special Action: Remedy

As a quick action, you can attempt to remedy an open wound on a character within touch distance. As long as the damage dealt can be physically seen, you can roll a medicine skill check to slightly heal them. You can also choose to use your wisdom on this medicine skill check.

On a successful roll, you heal the character 1d4 + INT/WIS. Failed rolls result in the character taking damage equal to the stat you used on the medicine skill check.

Attempting to use this on a character more than once per long rest raises the DC you need on the medicine skill check at the DM’s discretion. It can even cause grievous wounds.

Requires At Least +0 Bonus In Medicine

Stable Footing

Ability

When you move over naturally occurring difficult terrain, your walking speed on your movement action is not halved.

When you take damage from naturally occurring obstacles like thorny bushes and other terrain based damage, you take half of the total.

No Requirement

Hunting Target

Ability

When you take a long rest, you are able to choose an individual character that you know of. This individual becomes your Hunting Target.

When you make skill checks to try to track this character or attack rolls against this character, they are all at advantage

Requires +4 Bonus In Nature

Instinct

Ability

You gain a new Special Action: Instinct

As an interaction, you can empower your own passive awareness of your surroundings. For one minute, your Passive Perception and Investigation increases by 5.

Requires At Least +0 Bonus In Perception and Investigation

Covert

Ability

When you use the Hide Special Action or a similar effect, characters have disadvantage on rolls to discover you if they are based on sound or smell

Requires +2 Bonus In Stealth

Informed

Ability

When you take a long rest, you are able to choose a type of character that you know of. You are now Informed on that type of character, meaning you have advantage on all physical saving throws against that type of character.

The details for what counts as a type of character is up to the DM’s interpretation.

Requires +4 Bonus In Nature