You can set your temporary hit points to 5 at the start of your turn
The rules on temporary hit points state (emphasis mine):
Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
So, at the start of your turn, you can give yourself 5 temporary hit points. This would replace what you had left over from the previous turn (if any), although you have the choice (strictly speaking) of keeping the previous amount if you wanted to.
You could never go above 5 temporary hit points using your ability. But if someone gave you some temporary hit points (say 10), you could choose to ignore your ability granting you more temp hit points at the start of each turn until that new pool dropped below 5. I hope that makes sense...