The study of death and its customs has taught you something of what lies at the boundary between the living and the dead. You know the signs of mortality, the old practices surrounding corpses, and a little of the strange power that gathers near death. You gain the following benefits.
Cantrip. You learn one Cleric or Wizard cantrip of your choice from the Necromancy school. Charisma, Intelligence, or Wisdom is your spellcasting ability for this spell (choose when you select this feat).
Mortuary Lore. When you make an Intelligence (History) or Wisdom (Medicine) check, you can roll 1d4 and add the number rolled to the ability check.
At Death's Door. When you take the Help action to stabilize a creature with 0 Hit Points, you gain Inspiration.
Once you use this benefit, you can't use it again until you finish a Long Rest.
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