Last Stand - Homebrew Feat
At the start of your turn when you're dying, but before you make death saving throws, you tell the GM, "I want to make a last stand."
Roll 1D4. You get that many turns -but no less than one- worth of action. This is to be used concurrently on your turn, ignoring initiative order.
The narrative impact here is adjacent to that in a heroic film scene, ie. Bormir's death in LoTR, the Iron Giant against the missile strike in Iron Giant, Merlin in Kingsmen: The Golden Circle, etc.
You stand back up. You recover from conditions, curses, gain immunity to damage and conditions, recover all class features and spell slots etc.
You have advantage on attacks, spells, saving throws.
Enemies have disadvantage to resist your class features & spells.
You gain an extra action, casters can use this for multiple leveled spells during this turn.
All damage you inflict is doubled.
At the end of end of this course of actions- the "Last Stand" - you are dead. Resurrection, Revivify, things like that will not bring you back, save for the exception of a Wish spell.
I fully credit Emmet from Old Oak Games for this idea, I only added the 1D4 rounds idea to their original outline.
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