# Desperate Actions
## In 5e/5.5e
Normally, there is nothing you can do, save for rolling *death saving throws*, once you reach 0 HP and go down in combat.
## In OTM5e
However, there has been a massive, multi-step overhaul of death and dying mechanics.
### Mechanics
When you go down in combat, and gain the *Downed* condition, you have the option to perform one of the following actions, once per turn:
1. **Crawl:** The character wills themselves to crawl up to 5 feet. This movement does not provoke opportunity attacks. If an adjacent square is Difficult Terrain, you cannot crawl towards that square, unless you are already in said Difficult Terrain.
2. **Brace:** The character puts up the best defense they can muster. Attackers do not get advantage on attacks due to the Downed condition until the character's next turn, and the first attack from within 5 ft that does hit is turned into a normal hit instead. If you receive an amount of damage that equals or exceeds half of your total health, it still counts as a critical hit.
3. **Shout:** The character cries out for their ally to assist them. One friendly creature within 30 feet may immediately move up to half of its movement speed directly toward the downed character. This movement does not provoke opportunity attacks.
You have **3 uses** of Desperate Actions. Once you run out of your uses, you can spend a **failed death save** in order to use another. Will you spend a failed death save to crawl another 5 ft towards safety? Risk failing 3 saves in order to distract an enemy so an ally can gain the upper hand? Or, will you remain perfectly still, so as to not draw attention to yourself and risk mortal injury?
### Special Move
In the event that you have 2 failed death saves, but before you’ve rolled for the next one (and other conditions have been fulfilled), a secret option unlocks for you. In this scenario, and this scenario only, can you opt to *[[Swan Song]]*. This Desperate Action is the ultimate heroic sacrifice, burning your lifeforce to give your allies a better chance at success, but ensuring your time as an adventurer comes to a close. You gain multiple powerful buffs for a number of turns, and then your symphony comes to an end. You go unconscious and, at the end of the combat, you have enough time but for a few last words for your friends before your essence is gone.