NameScholarly Pursuits: Bushcraft
Level0
School
Time
Range
Componenents
Duration1 hour
ClassesSavant: Scholarly Pursuits
TextPrerequisites: 4th-level Savant You can use your knowledge of nature to thrive in the wilds. You gain proficiency in Nature, and whenever you make an Intelligence (Nature) check, you gain a bonus to your roll equal to one roll of your Intellect Die. Over the course of 10 minutes, which can be during a short or long rest, you can gather natural material and use a dagger or handaxe to create one of the following objects: a club, 1d4 darts, a javelin, a net, 10 feet of rope, or a Bushcraft Snare. As an action, you can set a Bushcraft Snare in an adjacent, unoccupied, 5-foot space. The first Large or smaller creature to move into the space must make a Dexterity saving throw against your Intellect save DC or be restrained by the Snare. As an action, a creature can make a Strength check against your Intellect save DC, escaping from the Snare on a success. If a Pursuit allows you to add one roll of your Intellect Die to an ability check that already has this benefit, you roll your Intellect Die twice and use the higher result instead. Source: LaserLlama: The Savant Expanded v5.2.0 p. 13