In your most dire hour, you have learned to defy death and push yourself beyond your limits to make one final stand.
When you are reduced to zero hit points you can choose to enter your Last Stand which allows you to remain conscious. On each subsequent turn, you still have to make death-saving throws but can otherwise move an act as normal. Taking damage beyond zero hit points while in Last Stand results in one death saving throw failure and you must make a constitution check to remain conscious as if you were concentrating on a spell. Dealing damage with an attack or spell while in Last Stand allows you to use your reaction to gain a number of temporary hit points equal to one roll of your highest hit dice plus your Constitution modifier. If you succeed on three death-saving throws while in Last Stand you stabilize and regain one hit point.
Once you use this ability you can't do so again until you finish a Long Rest.
Comments