If all allies in your group have fallen unconscious, you automatically enter a state of higher existence for 1 minute or until you are killed. When you enter this state, all allies within 500ft are immediately stabilized, are teleported within 10 ft of you, and have sanctuary cast on them. You gain 35 temporary hit points and your AC and any save DC's your character has are increased by 3. Any damage you do is increased by 3d6 per instance of damage, with the damage type matching the damage of the attack (if more than one type, you choose). If you can cast spells, you may roll 1d6 every time you cast a spell of 6th level or lower. If the result on the die matches the spell's level, you don't expend the spell slot. If you cannot cast spells, you gain an additional action and reaction per round and have your speed increased by 30ft (you may take this benefit if you give up spellcasting during this state - this also deactivates any spells currently active on your person). After you take damage, you gain resistance to that damage type until you take a different damage type. If you have any healing capabilities, you may only heal yourself while in this state. Also, while this state is active, you may activate multiple fate in one instance, but may only use them for increasing damage or attack rolls. When all threats are neutralized or the 1 minute runs out, your character immediately falls to 0hp and gains 5 levels of exhaustion and all allies that were stabilized by the activation regain 1hp and become conscious. You then begin making death saving throws.
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