While you're below ½ health:
- While you’re within 5 feet of another creature, you gain a +1 bonus to Armor Class. (up to +4 AC)
- At the end of your turn, convert 1d8 of health into temporary hit points. (cannot reduce health points below 1 HP)
While you're below ¼ health:
- Roll an additional 1d4 when an ally attempts to heal you, you add that as temporary health.
- War cry. At the start of your turn, roll a 1d4 and add that as temporary health, enemies within 15 feet must roll a constitution save or flee back 5 feet.. (must verbally war cry)
- You gain 10 speed.
While you're at 0 health:
- Rampaging.
- Player cannot be moved unwillingly (magic or not).
- Player may move using speed at double difficult terrain cost. (still prone)
- Allows the player to make opportunity attacks while at 0 health.
- Cannot cast spells, make actions, bonus actions, or reactions. May make free actions. - Creatures within 5 feet of the player make an opportunity attack on the player when they move in or out of 5 feet from the Player.
(if the attack succeeds the player instead makes a death saving throw, no damage is suffered).
Before the opportunity attack ends the creature must roll a strength check, if they fail, the player punches that creature and rolls to gain a 1d4 temporary health.
(this also happens on any opportunity attacks involving the allied players within 5 feet). - At the end of the turn, roll an additional death save roll if you get a failure on a death saving roll. (this is not a substitution, you must roll again if you fail).
- You gain 30 speed.
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