You activate the primary function of a handheld device or machine you hold in your hands, even if you do not know what it will do. You may choose any targets it affects.
You disinfect an area up to 20ft x 20ft square, such that all living creatures within the area are resistant to necrotic damage and enjoy advantage on saves to resist disease while they remain there. At the DM’s discretion, zombie plagues and other pandemics cannot spread there.
You treat a sentient creature of your choice with a level of respect rarely seen in the post-apocalypse, such that they must succeed in a Charisma save each time they attempt to speak ill of you or harm you in any direct way.
You don an outfit from the past, using it to gain insight into the old ways.
For the duration, whenever you recall or learn a piece of information about the past, you learn/remember an additional bit of knowledge.
You learn the location of the closest river or pre-apocalypse road. If you use it for travel within the duration, your DM must reduce your likelihood of a combat encounter by 20%.
You sing songs from the pre-apocalypse. Friendly creatures who can hear you heal for 1d6 additional hit points whenever they are healed, including during rests and when healed by gambits
You begin to read aloud from a pre-apocalypse book or magazine.
Friendly creatures who can hear you have advantage on skill rolls directly related to the subject of the reading material.
Example: A college chemistry textbook might grant advantage on Science rolls involving chemistry.
You put up signs advertising a community throughout the range around it. Within days the population of the community increases by 10%, but the likelihood of an outside attack (by raiders or other foes) against that location increases by the same amount for the duration.
Choose a sentient creature. They must succeed in an Intelligence save or become enamoured with an electronic device you give to them and stunned for the duration.
Choose up to 20 friendly willing creatures. You engage the targets in training. For the duration the targets are proficient in a weapon of your choice and a skill of your choice. You must be proficient in both.
You use your vehicle to push the target vehicle. The target must succeed in a Strength save or be pushed sufficiently out of the flow of the vehicles encounter, leaving combat. For 1d6 rounds you become easy to anger, with disadvantage on rolls to resist being goaded into violence.
You find power in dressing up. Select one Charisma skill. For the duration you have advantage on that skill.
By attracting a lot of attention in a market area of a community, you manage to sell an item that you possess for twice its normal cost.
You spin tales from the pre-apocalypse. Choose up to 4 friendly creatures who can hear you during a short rest, they gain 2d6 temporary Hit Points for the duration. Targets with your same alignment gain twice that many temporary Hit Points.
You take no damage from a fall of up to 50 feet, so long as you land in the same space as a friendly creature.
You erect a tent spacious enough for 4 friendly creatures including yourself, which reduces the time of long rests to 6 hours and short rests to half to those who rest inside of it.
Dying creatures automatically stabilize within it. Friendly creatures who help erect it as you pull this gambit are healed for 1d10 hit points.
Whenever an ally within range gains
a negative condition you may spend
your reaction to move up to your speed towards them. If you end this movement within 5 feet of them, you may expend a unit of medicine to remove that condition.
You gain +2 to your Strength and +2 to your Constitution scores for the duration.