Through countless trials and shared victories, you've forged an unbreakable bond with your companions that transcends friendship and ties your very souls together.
- When an ally is reduced to 0 hit points and making death saving throws, you can use your action to pick them back up. When you do so, you may expend any number of your own Hit Dice. Roll the expended hit dice and add your Constitution modifier to each die rolled. The ally regains hit points equal to the total.
- The ally immediately stands (no longer prone) if they have at least 1 hit point after this healing.
Once you use this feature, you can't use it again until you finish a short or long rest.
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Posted Nov 12, 2025So spending my own hit dice seems a bit weird. Feels like this should have a prerequisite. If a new player joins, can I use this feature?
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Posted Nov 13, 2025You are essentially transferring the healing you would have receive from your hit dice if you had rested to the downed player in their time of need— a sacrificial gift to save them as a true act of fellowship. It’s a gift that holds a great benefit but a potential impactful future cost. I believe the transfer of your own hit dice is crucial, rather than them using theirs, to not only balance this potentially powerful feat, but also as a testament to the companionship between the characters. As for a prerequisite, it is up to the DM of your campaign to figure out how to issue this feat. Maybe your party earns it after traveling together for some time, with the DM gifting it to the party, or maybe they will allow you to obtain it in the standard method of trading an ability score improvement for it. They may choose to make new characters exempt from benefiting from this feat, as you do not have that bond with them yet, or maybe they choose to allow it to work as your trust in this new character is enough. This is just a tool to be put in the hands of the one crafting the story.