Jormengand
2018-08-20, 03:23 AM
These classes are designed to minimise character-building decisions needed to play them, making them perfect for new players or to whip up a new character or semi-unique NPC in a hurry.
The Expert
Hit Points
Hit Dice: 1d8 per expert level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per expert level after 1st.
Proficiencies
Armour: Light armour
Weapons: Simple weapons
Tools: Alchemist's supplies, plus any 2
Saving Throws: Dexterity, Intelligence
Skills: Any 3
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon or (b) a light crossbow and 20 bolts
(a) a simple weapon or (b) a shortbow and 20 arrows
(a) a dungeoneer's pack or (b) an explorer's pack
Leather armour, two flasks of alchemist's fire, alchemist's supplies and two daggers.
Level
Proficiency Bonus
Features
1st
+2
Alchemist, Expertise
2nd
+2
Jack of All Trades
3rd
+2
Extra Proficiencies
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Expertise
7th
+3
Master Crafter
8th
+3
Ability Score Improvement
9th
+4
The Right Tools
10th
+4
Competitive Spirit
11th
+4
Reliable Talent
12th
+4
Ability Score Improvement
13th
+5
Quickened Skill
14th
+5
Extra Proficiencies
15th
+5
Iron Heart
16th
+5
Ability Score Improvement
17th
+6
Expertise
18th
+6
Exceptional Crafting
19th
+6
Ability Score Improvement
20th
+6
True Expert
Class Features
As an expert, you gain the following class features.
Alchemist
You are highly skilled at alchemy, to the following benefits:
You are proficient in alchemical weapons (acid, alchemist's fire, holy water and oil), and don't treat them as improvised weapons.
You can throw alchemical weapons at a short range of 30 feet and a long range of 120 feet.
When you throw an alchemical weapon, even if you miss, you it immediately deals an extra point of damage per expert level you have, of the same type of its normal damage. You may either have this extra damage only dealt to the target, or to each creature within 5 feet of them as well (holy water still only damages fiends and undead).
You can produce a potion of healing in 1 hour, a vial of acid, alchemist's fire or antitoxin or a healer's kit in 10 minutes, or a flask of oil or basic poison in 1 minute, at no cost to yourself. These items last for 16 hours before becoming useless, and only function when used or administered by you.
Expertise
At 1st level, and again at 6th and 17th level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Extra Proficiencies
At 3rd level and again at 14th level, choose three extra skills and/or tools to become proficient in.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Master Crafter
From 7th level, any item you craft (including with your alchemist feature) takes half as long to craft.
The Right Tools
From 9th level, you can make a check with tools at no penalty or disadvantage when using improvised tools.
Competitive Spirit
From 10th level, creatures have disadvantage on opposed skill checks against you.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 0 or lower as a 10.
Quickened Skill
From 13th level, whenever a skill or tool would require your action to use, you can use your bonus action or your action to use that skill.
Iron Heart
From 15th level, you are proficient in all saving throws.
Exceptional Crafting
From 18th level, any item you craft (including with your alchemist feature) takes half as long to craft.
True Expert
From 20th level, you have advantage on skill checks.
Spellcaster
Hit Points
Hit Dice: 1d6 per spellcaster level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per spellcaster level after 1st.
Proficiencies
Armour: None
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Arcana, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon or (b) a light crossbow and 20 bolts
(a) a dungeoneer's pack or (b) an explorer's pack
An arcane focus.
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting
4
2
-
-
-
-
-
-
-
-
2nd
+2
Spell Retention (1d6)
4
3
-
-
-
-
-
-
-
-
3rd
+2
4
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
5
4
3
-
-
-
-
-
-
-
5th
+3
5
4
3
2
-
-
-
-
-
-
6th
+3
Spell Retention (2d6)
5
4
3
3
-
-
-
-
-
-
7th
+3
5
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement
5
4
3
3
2
-
-
-
-
-
9th
+4
5
4
3
3
3
1
-
-
-
-
10th
+4
Spell Retention (3d6)
6
4
3
3
3
2
-
-
-
-
11th
+4
6
4
3
3
3
2
1
-
-
-
12th
+4
Ability Score Improvement
6
4
3
3
3
2
1
-
-
-
13th
+5
6
4
3
3
3
2
1
1
-
-
14th
+5
Spell Retention (4d6)
6
4
3
3
3
2
1
1
-
-
15th
+5
Iron Heart
6
4
3
3
3
2
1
1
1
-
16th
+5
Ability Score Improvement
6
4
3
3
3
2
1
1
1
-
17th
+6
6
4
3
3
3
2
1
1
1
1
18th
+6
Spell Retention (5d6)
6
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
6
4
3
3
3
3
2
1
1
1
20th
+6
Irresistible Spell
6
4
3
3
3
3
2
2
1
1
Class Features
As a spellcaster, you gain the following class features.
Spellcasting
You have, one way or another, obtained the power to cast spells.
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellcaster table.
The Spellcaster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know all spells of a level you can cast from the sorcerer spell list.
Spellcasting Ability
Charisma is your spellcasting ability for your spellcaster spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spellcaster spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spellcaster spells.
Spell Retention
From 2nd level, whenever you cast a non-cantrip spell, you can roll 1d6. If the die comes up equal to or lower than the spell slot's level, the slot is expended as normal and you can't use this feature again until you complete a long rest. Else, the slot isn't expended. At each of 6th, 10th, 14th and 18th level, you get an extra d6. From 6th level, if all the dice come up equal to or lower than the spell slot's level, the slot is expended as normal and you remove one die; if all dice come up higher than the spell slot's level, the slot isn't expended and no dice are expended; if some dice come up higher and some the same or lower, the slot isn't expended but one die is. You regain all expended dice when you complete a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Irresistible Spell
When you reach 20th level, you have advantage on spell attack rolls and creatures have disadvantage on saving throws against your spells.
Divine Spellcaster
You can modify the spellcaster to use divine spellcasting by using the cleric spell list, changing the spellcasting ability to wisdom, and having it use a holy symbol instead of an arcane focus.
The Warrior
Hit Points
Hit Dice: 1d10 per warrior level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warrior level after 1st.
Proficiencies
Armour: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
Level
Proficiency Bonus
Features
1st
+2
Fighting Style
2nd
+2
Hard to Kill
3rd
+2
Juggernaut
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Backswing
8th
+3
Ability Score Improvement
9th
+4
Deadly Force (1d6)
10th
+4
Ability Score Improvement
11th
+4
Extra Attack (2)
12th
+4
Ability Score Improvement
13th
+5
Deadly Force (2d6)
14th
+5
Ability Score Improvement
15th
+5
Iron Heart
16th
+5
Ability Score Improvement
17th
+6
Deadly Force (3d6)
18th
+6
Very Hard to Kill
19th
+6
Ability Score Improvement
20th
+6
Extra Attack (3)
Class Features
As a warrior, you gain the following class features.
Fighting Style
You adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defence: While you are wearing armor, you gain a +1 bonus to AC.
Duelling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Hard to Kill
From 2nd level, you gain a measure of resistance to lesser injuries. The damage dealt by an attack against you is reduced by half your warrior level, after accounting for resistance or vulnerability to that type of damage.
Juggernaut
From 3rd level, by paying 10% of your current hit points, you can negate an effect which would blind, charm, deafen, frighten, incapacitate, paralyse, petrify, poison, restrain or stun you, knock you prone or unconscious, or cause any levels of exhaustion.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increase to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Backswing
Beginning at 7th level, the first time per round that you miss with an attack, you can re-roll the attack roll to see if you actually hit.
Deadly Force
At 9th level, and every 4th level thereafter, you add 1d6 points of true damage to any attack you make. True damage is a special damage type that cannot be prevented, resisted or mitigated by any means.
Iron Heart
From 15th level, you are proficient in all saving throws.
Very Hard to Kill
From 18th level, you have advantage on death saves. Further, when you are reduced to 0 hit points, you may choose to keep on fighting. You continue to take death saves as normal (with advantage) and being struck while at 0 hit points causes you to fail death saves automatically as normal.
The Expert
Hit Points
Hit Dice: 1d8 per expert level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per expert level after 1st.
Proficiencies
Armour: Light armour
Weapons: Simple weapons
Tools: Alchemist's supplies, plus any 2
Saving Throws: Dexterity, Intelligence
Skills: Any 3
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon or (b) a light crossbow and 20 bolts
(a) a simple weapon or (b) a shortbow and 20 arrows
(a) a dungeoneer's pack or (b) an explorer's pack
Leather armour, two flasks of alchemist's fire, alchemist's supplies and two daggers.
Level
Proficiency Bonus
Features
1st
+2
Alchemist, Expertise
2nd
+2
Jack of All Trades
3rd
+2
Extra Proficiencies
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Expertise
7th
+3
Master Crafter
8th
+3
Ability Score Improvement
9th
+4
The Right Tools
10th
+4
Competitive Spirit
11th
+4
Reliable Talent
12th
+4
Ability Score Improvement
13th
+5
Quickened Skill
14th
+5
Extra Proficiencies
15th
+5
Iron Heart
16th
+5
Ability Score Improvement
17th
+6
Expertise
18th
+6
Exceptional Crafting
19th
+6
Ability Score Improvement
20th
+6
True Expert
Class Features
As an expert, you gain the following class features.
Alchemist
You are highly skilled at alchemy, to the following benefits:
You are proficient in alchemical weapons (acid, alchemist's fire, holy water and oil), and don't treat them as improvised weapons.
You can throw alchemical weapons at a short range of 30 feet and a long range of 120 feet.
When you throw an alchemical weapon, even if you miss, you it immediately deals an extra point of damage per expert level you have, of the same type of its normal damage. You may either have this extra damage only dealt to the target, or to each creature within 5 feet of them as well (holy water still only damages fiends and undead).
You can produce a potion of healing in 1 hour, a vial of acid, alchemist's fire or antitoxin or a healer's kit in 10 minutes, or a flask of oil or basic poison in 1 minute, at no cost to yourself. These items last for 16 hours before becoming useless, and only function when used or administered by you.
Expertise
At 1st level, and again at 6th and 17th level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Extra Proficiencies
At 3rd level and again at 14th level, choose three extra skills and/or tools to become proficient in.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Master Crafter
From 7th level, any item you craft (including with your alchemist feature) takes half as long to craft.
The Right Tools
From 9th level, you can make a check with tools at no penalty or disadvantage when using improvised tools.
Competitive Spirit
From 10th level, creatures have disadvantage on opposed skill checks against you.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 0 or lower as a 10.
Quickened Skill
From 13th level, whenever a skill or tool would require your action to use, you can use your bonus action or your action to use that skill.
Iron Heart
From 15th level, you are proficient in all saving throws.
Exceptional Crafting
From 18th level, any item you craft (including with your alchemist feature) takes half as long to craft.
True Expert
From 20th level, you have advantage on skill checks.
Spellcaster
Hit Points
Hit Dice: 1d6 per spellcaster level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per spellcaster level after 1st.
Proficiencies
Armour: None
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Arcana, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon or (b) a light crossbow and 20 bolts
(a) a dungeoneer's pack or (b) an explorer's pack
An arcane focus.
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting
4
2
-
-
-
-
-
-
-
-
2nd
+2
Spell Retention (1d6)
4
3
-
-
-
-
-
-
-
-
3rd
+2
4
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
5
4
3
-
-
-
-
-
-
-
5th
+3
5
4
3
2
-
-
-
-
-
-
6th
+3
Spell Retention (2d6)
5
4
3
3
-
-
-
-
-
-
7th
+3
5
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement
5
4
3
3
2
-
-
-
-
-
9th
+4
5
4
3
3
3
1
-
-
-
-
10th
+4
Spell Retention (3d6)
6
4
3
3
3
2
-
-
-
-
11th
+4
6
4
3
3
3
2
1
-
-
-
12th
+4
Ability Score Improvement
6
4
3
3
3
2
1
-
-
-
13th
+5
6
4
3
3
3
2
1
1
-
-
14th
+5
Spell Retention (4d6)
6
4
3
3
3
2
1
1
-
-
15th
+5
Iron Heart
6
4
3
3
3
2
1
1
1
-
16th
+5
Ability Score Improvement
6
4
3
3
3
2
1
1
1
-
17th
+6
6
4
3
3
3
2
1
1
1
1
18th
+6
Spell Retention (5d6)
6
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
6
4
3
3
3
3
2
1
1
1
20th
+6
Irresistible Spell
6
4
3
3
3
3
2
2
1
1
Class Features
As a spellcaster, you gain the following class features.
Spellcasting
You have, one way or another, obtained the power to cast spells.
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellcaster table.
The Spellcaster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know all spells of a level you can cast from the sorcerer spell list.
Spellcasting Ability
Charisma is your spellcasting ability for your spellcaster spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spellcaster spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spellcaster spells.
Spell Retention
From 2nd level, whenever you cast a non-cantrip spell, you can roll 1d6. If the die comes up equal to or lower than the spell slot's level, the slot is expended as normal and you can't use this feature again until you complete a long rest. Else, the slot isn't expended. At each of 6th, 10th, 14th and 18th level, you get an extra d6. From 6th level, if all the dice come up equal to or lower than the spell slot's level, the slot is expended as normal and you remove one die; if all dice come up higher than the spell slot's level, the slot isn't expended and no dice are expended; if some dice come up higher and some the same or lower, the slot isn't expended but one die is. You regain all expended dice when you complete a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Irresistible Spell
When you reach 20th level, you have advantage on spell attack rolls and creatures have disadvantage on saving throws against your spells.
Divine Spellcaster
You can modify the spellcaster to use divine spellcasting by using the cleric spell list, changing the spellcasting ability to wisdom, and having it use a holy symbol instead of an arcane focus.
The Warrior
Hit Points
Hit Dice: 1d10 per warrior level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warrior level after 1st.
Proficiencies
Armour: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
Level
Proficiency Bonus
Features
1st
+2
Fighting Style
2nd
+2
Hard to Kill
3rd
+2
Juggernaut
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Backswing
8th
+3
Ability Score Improvement
9th
+4
Deadly Force (1d6)
10th
+4
Ability Score Improvement
11th
+4
Extra Attack (2)
12th
+4
Ability Score Improvement
13th
+5
Deadly Force (2d6)
14th
+5
Ability Score Improvement
15th
+5
Iron Heart
16th
+5
Ability Score Improvement
17th
+6
Deadly Force (3d6)
18th
+6
Very Hard to Kill
19th
+6
Ability Score Improvement
20th
+6
Extra Attack (3)
Class Features
As a warrior, you gain the following class features.
Fighting Style
You adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defence: While you are wearing armor, you gain a +1 bonus to AC.
Duelling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Hard to Kill
From 2nd level, you gain a measure of resistance to lesser injuries. The damage dealt by an attack against you is reduced by half your warrior level, after accounting for resistance or vulnerability to that type of damage.
Juggernaut
From 3rd level, by paying 10% of your current hit points, you can negate an effect which would blind, charm, deafen, frighten, incapacitate, paralyse, petrify, poison, restrain or stun you, knock you prone or unconscious, or cause any levels of exhaustion.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increase to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Backswing
Beginning at 7th level, the first time per round that you miss with an attack, you can re-roll the attack roll to see if you actually hit.
Deadly Force
At 9th level, and every 4th level thereafter, you add 1d6 points of true damage to any attack you make. True damage is a special damage type that cannot be prevented, resisted or mitigated by any means.
Iron Heart
From 15th level, you are proficient in all saving throws.
Very Hard to Kill
From 18th level, you have advantage on death saves. Further, when you are reduced to 0 hit points, you may choose to keep on fighting. You continue to take death saves as normal (with advantage) and being struck while at 0 hit points causes you to fail death saves automatically as normal.