Juggernaut

"'How did I get this strong?? DRUGS!' - Sergei Chernov"The Juggernaut is first into the fray and last to leave. Wielding 'big guns' and also large weapons, they charge head-first into combat without fear nor hesitation, and the sheer might behind their strikes.

Health
Hit Dice: 2d8 per Juggernaut Level

Proficiencies
Armor: None

Weapons: Light, Medium and Heavy

Tools: None

Saving Throws: Strength and Constitution

Attack DC: 8 + your Proficiency + your Strength Modifier

Starting Equipment

 * Placeholder Armour (Any)
 * Hunting Shotgun
 * 9mm Pistol or .357 Revolver
 * 20 Shells
 * 20 Rounds of Pistol Ammo or 12 Rounds of Heavy Pistol Ammo
 * Simple or Martial Melee Weapon

Juggernaut Base
At 1st Level, you choose the reason you are so powerful. Due to conflicts, you cannot be a Benign Metahuman, Cyborg or Android if you choose to play the Cyborg Juggernaut or Type III Metahuman due to overlap reasons. No restrictions apply for Brute however.
 * Brute
 * Type III Metahuman

Rapid Approach
At 2nd Level, you have mastered the art of closing in rapidly on an opponent to strike them in close quarters. As an Action, you can move up to half your movement and make a single strike with any weapon you are Proficient with. The enemy takes extra damage from this strike equal to your Proficiency Modifier. You are only able to make this strike after using all of your movement or if you are Bloodlusted.

Vicious Blow I
Once per turn, when you roll damage for a strike with a weapon you are Proficient in, you may choose to add an additional damage dice of the weapon's type. You do not need to apply this on the first strike on your turn if you have an additional one.

This increases to an additional 2 damage dice at 7th Level, 3 at 12th Level and 4 additional damage dice at 17th Level.

Ability Score Improvement
As 5e. You also gain a Feat. You gain this Ability again at 8th Level, 12th Level, 16th Level and 19th Level.

Danger Sense
You have advantage on Dexterity Saving Throws against threats you can see.

Trust in Vigilance
You gain +5 to your Initiative and if you are Surprised at the start of combat and not Incapacitated you may act normally as long as you enter your Battle Rage immediately on your turn.

Glory Strike
When you use your action to make a ranged weapon attack, you can use a bonus action to make a Melee or Unarmed Strike.

Bloodlusted
When you reduce an opponent to 0 Hit Points on your turn, you may immediately use your Rapid Approach ability without consuming an Action.

Didn't Hear No Bell
If an attack or other effect drops you to 0 Hit Points while you are raging and it fails to kill you outright, you can make a DC 10 Constitution Save to drop to 1 Hit Point instead. Each time you succeed on this Save before taking a Short Rest, the DC increases by 5.

Lead the Charge
When you enter a Rage, choose up to 3 characters within 30ft of you. Whilst you are raging, you inspire a similar bloodlust in them through sheer inspiration. Whilst you remain in your rage, they gain the following benefits: This effect ends if they end their turn unable to see you, if you stop raging or if they gain the Frightened Condition. They can only receive this benefit from one Juggernaut at a time.
 * They may add half your Rage Modifier to their Strike damage rolls.
 * They may reduce all damage they take by their Constitution Modifier.

Deathblow
While raging, you can put all of your effort into one final strike to end it all. You may make a single strike that finishes your Rage immediately. If this Deathblow hits, it is automatically a Critical Hit. After making a Deathblow, you are left vulnerable. Until the start of your next turn, all attacks made against you have Advantage.

One Last Chance
You have become so determined that in a dire situation you can stare death down for a brief moment. When you are reduced to 0 Hit Points, you may immediately take an Extra Turn in Combat. You are not Incapacitated, and may function as per normal. If you lock out all of your Death Saves, you still immediately die. After this turn ends, you pass out as per normal and are Incapacitated.

You can only use this ability once per Short Rest.