You have a knack for surviving the most harrowing of situations, and you have a talent for keeping those in your care alive.
Options:
If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die twice and take the higher result. The creature regains a number of Hit Points equal to that result plus your Proficiency Bonus.
You gain proficiency with Cook's Utensils if you don't already have it.
With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
You have Advantage on Death Saving Throws.
You have a luck point.
Whenever you make a D20 Test, you can spend the luck point to give yourself Advantage on the roll.
You can also spend your luck point when a d20 is rolled for an attack roll against you to impose Disadvantage on the roll.
You regain your expended luck point when you finish a Long Rest.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to your Proficiency Bonus friendly creatures other than yourself within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to half your level (rounded up). If at least one creature gains Temporary Hit Points in this way then so can you. A creature cannot gain Temporary Hit Points from this feat again until it has finished a Short or Long Rest.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to your Proficiency Bonus friendly creatures other than yourself within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to your level. If at least one creature gains Temporary Hit Points in this way then so can you. A creature cannot gain Temporary Hit Points from this feat again until it has finished a Short or Long Rest.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to your Proficiency Bonus friendly creatures other than yourself within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to your level + your Charisma modifier. If at least one creature gains Temporary Hit Points in this way then so can you. A creature cannot gain Temporary Hit Points from this feat again until it has finished a Short or Long Rest.
You gain proficiency with Cook's Utensils if you don't already have it.
As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to double your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.
As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.
If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die twice and take the higher result. The creature regains a number of Hit Points equal to that result plus your Proficiency Bonus.
You gain proficiency with Cook's Utensils if you don't already have it.
With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
You have Advantage on Death Saving Throws.
You have a luck point.
Whenever you make a D20 Test, you can spend the luck point to give yourself Advantage on the roll.
You can also spend your luck point when a d20 is rolled for an attack roll against you to impose Disadvantage on the roll.
You regain your expended luck point when you finish a Long Rest.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to your Proficiency Bonus friendly creatures other than yourself within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to half your level (rounded up). If at least one creature gains Temporary Hit Points in this way then so can you. A creature cannot gain Temporary Hit Points from this feat again until it has finished a Short or Long Rest.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to your Proficiency Bonus friendly creatures other than yourself within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to your level. If at least one creature gains Temporary Hit Points in this way then so can you. A creature cannot gain Temporary Hit Points from this feat again until it has finished a Short or Long Rest.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to your Proficiency Bonus friendly creatures other than yourself within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to your level + your Charisma modifier. If at least one creature gains Temporary Hit Points in this way then so can you. A creature cannot gain Temporary Hit Points from this feat again until it has finished a Short or Long Rest.
You gain proficiency with Cook's Utensils if you don't already have it.
As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to double your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.
As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.