You have chosen a hill you're willing to die on -- and by all means, that's exactly how you're going to go. Some time along your journey, you made a vow -- either verbally or symbolically -- to uphold an ideal, protect a place, person, or group of people, or to ensure a goal's accomplishment. Your drive to uphold your cause grants you incredible strength when you find yourself near death in a way that might prevent the furthering of said cause. This sudden rush of vigor comes at the cost of your physical recovery.
As long as you meet the requirements below, you have the option to not go unconscious when you reach 0 hit points. Instead, you remain standing until the next of your next turn, for which you push your body far beyond its natural limits. Until the end of your next turn, you regain all abilities typically regained after a short and/or long rest, including spell slots and racial abilities. When your turn is over, you fall dead, as you would with three failed death saving throws. Your body does not accept incoming healing while this feature is being used, already having pushed past the boundaries of its limits by remaining conscious.
Using this feature requires:
- Falling unconscious (have 0 hit points)
- Having rolled no failed saving throws after falling unconscious
- Believing your cause to be threatened if you were to stop fighting
Your companions (or others) are free to attempt to revive/resurrect you after your death. However, if your overall cause is decidedly fulfilled in the time between your death and the revival, your spirit is considered unwilling to return to the land of the living.
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