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Last Stand -- Protecting lvl 1's from TPKs since 1999

This feat is free to all starting lvl 1 characters and opponents of unique status. Its purpose is to heighten drama, give survivability to low level characters without the need to fudge die rolls, and offer significant, story-driven threats a few final actions before their (possibly premature and unsatisfying) defeat.

  • Part 1: When your character reaches negative HP, they are not unconscious or dying(YET). Instead, they are in a 'Last Stand' state. They can still move (half movement speed) and act, though all actions are at disadvantage. If your character is being assisted, they can move at full speed. Your character has taken a mortal wound but still has enough strength to stay standing, albeit only for 1D6(+constitution bonus) turns, at which point they go into shock and collapse. If they take any further damage, a constitution saving throw against their current deficit of HP (to a maximum of 19) must be made to stay standing or they will go down instantly. After collapsing, death saves will be rolled normally.
  • Part 2: If you are healed while you're in your Last Stand, you will need to be healed of your negative damage first, so if you're limping around at -8 HP and are healed for 14, you'll be taken out of your Last Stand and able to fight at full strength, but you'll only have 6 HP remaining.
  • Part 3: If a character has a status that allows them to keep fighting even after losing all HP for a certain number of turns, then their "Last Stand" condition won't start until that status is consumed. Essentially, they cannot be brought lower than 0 HP until the previous status effect finishes.
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