You once believed that surviving when others died meant you had failed them. After facing the remains of those you once led and finding your new companions still standing beside you, you have begun to understand that survival is not failure, and leadership does not mean preventing every loss.
You gain the following benefits:
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I Didn't Leave You. When a creature you can see within 30 feet of you is reduced to 0 hit points but isn't killed outright, you can use your reaction to move up to your speed toward that creature without provoking opportunity attacks. If you end this movement within 5 feet of the creature, it gains temporary hit points equal to your fighter level + your proficiency bonus. Once you use this benefit, you can't use it again until you finish a short or long rest.
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Stronghold. When an ally within 10 feet of you takes damage from an attack or other effect that targets only that creature, you can use your reaction to interpose yourself, provided you can see the source of the damage. You become the target instead, taking the damage and suffering any additional effects that would have affected your ally. Once you use this benefit, you can't use it again until you finish a short or long rest.
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Not This Time. When a creature you can see within 30 feet of you fails a death saving throw, you can use your reaction to cause that failure to be ignored. If that failure would have been the creature's third failed death saving throw, it instead remains at two failures. Once you use this benefit, you can't use it again until you finish a long rest.
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Don't Do It Alone. While you have at least one conscious ally within 30 feet of you, you have advantage on saving throws against being frightened. If you start your turn frightened while a conscious ally is within 30 feet of you, you can immediately repeat the saving throw against the effect, ending the frightened condition on yourself on a success.
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