Last Stand
  1. Notes

Last Stand

Last Stands are a class-based character option that add reliable, powerful retaliation to imminent player character death - at the cost of any hope for recovery. 

Each Last Stand is designed to evoke a class-specific fantasy of (literally) once-in-a-lifetime character impact on a battle. The goal is for players to choose a Last Stand with the understanding that even if they never use it, it will provide an extra incentive to play bravely in the face of particularly dangerous foes. If they do invoke their character’s Last Stand, the goal is for it to make their death a story worth telling at the table for years to come.

Each player chooses one Last Stand option for their class at level 3, and may change to a different option for that class with the DM’s permission at any level-up. Multiclass characters select only one Last Stand option, but may choose from the options of any class in which they have at least 3 levels.

Using a Last Stand

Last Stand may be invoked by a player when they would be reduced to zero hit points, or when they roll a death saving throw, or when they would die. Whatever the trigger, that player immediately resolves their Last Stand and takes no further actions other than those included in their option. Invoking (and thereby using) a Last Stand is a free action, and does not require a reaction, or consciousness, or any other functionality but player choice. When a player invokes their character’s Last Stand, they forego all otherwise available options to prevent their imminent death or to be resurrected afterwards, including True Resurrection and Wish. The invoking character must permanently die once they have resolved their Last Stand, after five minutes at the longest.