When you gain access to a new soldiering knack, choose one of the following.
You gain a swimming speed equal to your Speed, and may spend 1 exertion to reroll a failed Strength, Dexterity, or Constitution check related to aquatic activity (such as Athletics checks to swim, Acrobatics checks to keep balance on a ship’s deck, or Constitution checks to hold your breath). You may choose whether to use the new roll or the original. In addition, you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend 1 exertion to hold your breath for an additional minutes equal to your proficiency bonus.
You gain proficiency with carpenter's tools, or an expertise die if you are already proficient. With the appropriate tools and access to raw materials, you can quickly construct simple wooden structures, such as a log bridge, barricade, or perch. A Medium structure takes you 10 minutes to build, a Large structure takes 1 hour, and a Huge structure takes 8 hours. These structures are crude, improvised, and fall into disrepair and become unusable after 24 hours unless you spend an equal amount of time again to maintain them each day.
You have moments of incredible strength. You may spend 1 exertion to add your proficiency bonus to a Strength check, even if you already add your proficiency bonus to the check.
You have the ability to go for the long haul, carrying heavy equipment across long distances. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. You may also add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.
You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation).
You gain proficiency with a sewing kit, or an expertise die if you are already proficient. By spending 1 hour (which may be part of a short or long rest) with a suit of bone, cloth, hide, or leather armor, you may give it the camouflaged property for a particular type of terrain. This modification lasts for 1 week unless you spend another hour to replace or reinforce the modification, which resets the remaining time.
You gain proficiency with a type of vehicle, or an expertise die if you are already proficient. You may spend 1 exertion to reroll a failed ability check related to vehicular activity, such as tool checks to repair a vehicle, Acrobatics checks to keep balance on a moving vehicle, or Animal Handling checks to calm animals drawing a vehicle. Likewise, if you are piloting a vehicle, you may spend 2 exertion to reroll a saving throw made by the vehicle. In both cases, you may choose whether to use the new roll or the original.
You can spend 10 minutes instructing another creature in the use of a tool or skill you have proficiency with to give them proficiency on the next check they make using that tool or skill within the next hour. Alternatively, you can simultaneously give this instruction to a number of creatures no more than twice your proficiency bonus, in which case they all gain proficiency on the next group check they make using that tool or skill within the next hour. Once a creature benefits from this bonus, it cannot do so again until it completes a short or long rest.
When you take the Dash action and make a long jump after moving no less than 20 feet, your jump distance is doubled for the turn. You may spend 1 exertion to triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your Speed.
You gain proficiency in Culture, or an expertise die if you are already proficient. If you spend 1 hour in a given community (such as a small town, noble’s court, or criminal underworld) listening, talking, and getting to know people, you learn the prevailing feelings and major happenings in the community, including any important recent or upcoming events, common gossip, important figures and rivalries, and general attitudes of the members. At the Narrator's discretion, you may receive more or less information depending on how the inhabitants of the settlement perceive you.
You may spend 1 exertion to make a weapon attack roll with an appropriate weapon in place of an Athletics, Engineering, Sleight of Hand, or tool check where you could apply a weapon. Examples include prying a door open with a sword, shoring up a tunnel with a spear, swiping a pouch with a rapier, or picking a lock with a dagger.
You gain proficiency with one musical instrument of your choice. You can use a musical instrument you are proficient with to send signals and communicate information to your allies up to one mile away, allowing you to convey basic concepts such as “enemies on the move,” “rally to me,” and “the situation is lost.” Your allies automatically understand the meaning you’re trying to convey. When you hear similar calls and alarms from others, you always understand the meaning of the call, regardless of whether they are your allies or not.
You gain a climbing speed equal to your Speed, and may spend 1 exertion to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement.
You are used to sleeping light and making the most of your rest. When taking a long rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.
A steady stance and careful footwork is instinctive to you. You have advantage on any check or saving throw to avoid falling prone or handle difficult ground (such as against a grease spell or slippery ice). You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus × 10.
You are very adept at digging and tunneling. While wielding a shovel, you can dig a 5-foot by 5-foot wide tunnel through non-magical sand, loose earth, loamy soil, mud, or snow (but not solid rock) at a speed of 5 feet every 15 minutes, which includes the time taken to shore up the tunnel and add support. You can dig pits and trenches open to the air at twice this speed. In addition, you may ignore the effects of roughing it due to environmental conditions while resting in a trench or hole.
Exposed to all kinds of weather over your life, you are inured to all but the most deadly effects. You gain advantage on saving throws against cold and hot weather, as well as any adverse effects from wind or precipitation.