Stable Metahuman

The Stable Metahuman is a subclass of the Metahuman class. Stable Metahumans are enhanced with Gene Five, the organic genetic bonding catalyst derived from the biological tissue of Hyperion V.

Stable Metahumans are immensely efficient killing machines with usually no major downsides to their modifications.

Health
Hit Dice: 1d8 per Stable Metahuman Level

Proficiencies
Armor: Light only

Weapons: Light and Medium, Simple and Martial Melee

Tools: One of your Choice

Languages: One only

Attack DC: 8 + Proficiency + Str/Con Mod

Saving Throws: Constitution only

Starting Equipment

 * Reinforced Jacket or Padded Armour
 * 9mm Pistol or .357 Revolver
 * 20 Rounds of Pistol Ammo or 15 Rounds of Heavy Pistol Ammo
 * Simple of Martial Melee Weapon
 * 2d4 x 10 Atlas Dollars

Powerful Build
Your Unarmed Dice Damage is increased to 1d4 + Strength and you gain Proficiency in Unarmed Attacks.

Metahuman Skeleton
The first major enhancement given to a Metahuman is an enhanced Skeleton to support their growing form. While creating the Hyperion Soldiers, Dr Jameson noticed that there needed to be a certain base set before any new enhancements could be made. The cost of this observation was Hyperion V's arms and legs.

You may choose one of the skeletal enhancements listed below:

Bone Marrow Stimulants
Bone Marrow Stimulants cause the bones to become far more efficient in growth and strength. With the proper stimulation, the human body can grow to staggering proportions and gain immense levels of Durability.
 * Passive- You grow 2ft taller and your size category changes to Large.
 * Passive- You gain an additional +1 Hit Point every time you take a level in this class.
 * Passive- Your Strength and Constitution increase by 2, and the maximum scores for both increase by 4.
 * Passive- You count as Full Cover to anyone standing behind you.
 * Passive- You regenerate broken skeletal material at a frightening rate. When you break a bone, simply complete a Long Rest and it will be fully repaired to its prior strength.

Titanium Skeleton
The Titanium Skeleton is exactly what it says. With careful genetic manipulation and a diet containing massive amounts of titanium, you have evolved a skeletal form coated in a layer of the powerful material. This allows you to shrug off insane hits without compromising your agility in combat.
 * Passive- Your Constitution increases by 2, and the maximum score increases by 2.
 * Passive- You can utilize your metallic structure as a weapon in combat. Your Unarmed Damage is permanently increased from 1d4 + Strength to 1d6 + Strength.
 * Active- You can attempt to utilize your metallic bones as a last-ditch shield. As a Reaction, you can use your forearms to block a massive attack. You automatically gain Resistance III to all of the attack's damage types, but you are automatically knocked Prone.
 * Passive- Your body weight increases by 30%.

Hollow Bones
Your bones become hollow and super-light, allowing you multiple large benefits at the cost of Strength and Constitution.
 * Passive- Your Maximum Strength and Constitution Scores decrease by 2. This does not affect your current Strength and Constitution Scores unless it would place them over the maximum.
 * Passive- Your Dexterity increases by 2, and the maximum for the Dexterity stat is increased by 4 also.
 * Passive- Due to your body being far lighter than before, your muscles can propel you far quicker. You gain 10ft of Movement Speed, as well as a bonus 10ft to both jump height and length.
 * Passive- You have Vulnerability I to Bludgeoning Damage.
 * Passive- You now weigh significantly less than before, allowing you to move your weight far quicker. You have Advantage on Acrobatics Checks and you no longer take any fall damage from falls of 90ft or less.

Metahuman Durability
Your physical durability increases massively, giving you far greater survivability in lethal situtations than a regular human being.
 * Passive- While not wearing armour, your AC is equal to 8 + your Strength Modifier + your Constitution Modifier.
 * Passive- Each time you level up, you gain an additional +1 to your Maximum HP.

Metahuman Reflexes
You become far quicker, allowing you to dodge around attacks and weave through hazardous situations like a grim dancer.
 * Passive- While not wearing armour, your AC is equal to 8 + your Dexterity Modifier + your Proficiency Modifier.
 * Passive- You have Advantage on Dexterity Saves against effects you can see.

Threat Identification
Your mind calculates and processes threats at an incredible rate, allowing you to predict enemy attacks and take appropriate safety precautions before they even strike.
 * Passive- While not wearing armour, your AC is equal to 10 + your Intelligence Modifier + your Wisdom Modifier.
 * Active- As an Action, you can scan over an enemy and learn if they have a higher or lower HP, AC and Proficiency Bonus than you, and by what amount. This is rounded to the nearest 10 for HP and is exact for AC and Proficiency Bonus. You may do this once per Short Rest.

Major Modification I
At 3rd Level, you may choose one modification from the list below:

Secondary Heart
The Secondary Heart modification is exactly what it says- the Metahuman grows a second heart. They require the food and water of two human beings, and with this newfound power, the Metahuman gains the following abilities.
 * Passive- If you are reduced to 0 HP, you are instead knocked Unconscious and Stable, and you only need to make Death Saves if you take damage while Unconscious. If you take damage, you are knocked out of this state.
 * Passive- If the Metahuman is subjected to an attack or effect that would reduce them to 0 HP for the first time after a Long Rest, they instead are reduced to 1 HP. This cannot be repeated until they finish another Long Rest.

Pyro Lung
You grow an additional lung that generates a highly pyrophoric chemical. This lung does not 'breathe in,' but is filled with the volatile chemical instead.
 * Active- You can spit flame at your enemies in combat. During your Attack Action, you may breathe fire onto an enemy within 5ft of you as an Action. Your target must make a Dexterity Save against your Attack DC or take 2d8 + your Strength/Dexterity Fire Damage.
 * Active- You may also hurl a Fireblast at an enemy as a Strike. This requires an Attack Roll using Strength or Dexterity, and has a Range of 30 + 5 x your Strength Modifier in ft. This attack deals 2d8 Fire Damage.

The Tesla Receptor
You grow a new organ that functions as a form of battery. Your bones grow copper 'wiring' that leads to this organ, and this allows you take electric shocks and store them within yourself for later usage.
 * Passive- You gain Resistance I to Lightning Damage, and you are Immune to the extra effects of Lightning Damage (such as the Stunned Condition).
 * Passive- You have a number of Volt Charges equal to your Proficiency Bonus plus your Metahuman Level. You regain these charges over a Short Rest.
 * Active- You can expend Volt Charges to imbue your next melee strike with electrical charge. You deal an extra 1d8 Lightning Damage per Volt Charge you expend. Volt Charges are not consumed on a miss. You can only use a maximum number of Volt Charges equal to 1 + your Constitution Modifier on your turn.

Ability Score Improvement
Functions as 5e. Feats are available to take instead as per usual. You gain this Ability again at 8th Level, 12th Level, 16th Level and 19th Level.

Minor Modification I
At 4th Level, you may choose two modifications from the list below:

Knuckleblades
You grow a set of natural weapons, a pair of dual claws around 6 inches long that extend from your knuckles. These are made of a bone-like fiber (or titanium), and can be deployed and retracted as a Bonus Action.
 * Passive- You gain a Natural Weapon- the Knuckleblades. They deal damage equal to two dice tiers higher than your standard unarmed attack, and the damage type is Slashing.
 * Passive- The Knuckleblades have a HP count equal to your Constitution Modifier multiplied by your Proficiency Modifier. If they are specifically targeted by an enemy who can make such attacks, they can be destroyed. It requires a Long Rest to regrow your claws in this manner.

Lance Arm
Your weapon arm gains the ability to mutate into a massive bone (or titanium) lance the length of your body, allowing you to make violent strikes while keeping a distance from your opponent.
 * Passive- You gain the ability to grow a Natural Weapon as an Action that replaces your dominant arm from the elbow down. This weapon deals 1d12 Piercing Damage, and can pierce through opponents to attack enemies behind them also. It has a Reach of 10ft, and if you successfully land an attack you are able to make a Grapple check against the targets as a Bonus Action.
 * Passive- Your Lance has Hit Points equal to your Constitution Modifier multiplied by your Proficiency Modifier. It has an AC equal to your AC plus your Proficiency Modifier, and damage dealt to your Lance does not deal damage to you. If your Lance is destroyed by enemies, you must wait one minute before regrowing it.

Chitinous Shielding
You gain the ability to grow a massive shield-like protrustion from the side of your offhand forearm that allows you effective protection against enemy attacks.
 * Active- As an Action, you can grow a Chitinous (or titanium) Shield from your left forearm. For one minute, you have a Natural Shield that grants extra AC equal to your Proficiency Modifier. After the minute is over, the shield retracts into your arm and you must use another Action to regrow it.
 * Passive- While active, your left hand becomes useless, as it is grown into the chitin plating. You can no longer use two-handed weaponry of any form, or dual wield weapons.
 * Passive- The shield is large and spiky, causing it to be easily noticable in public. You have Disadvantage on checks made to hide in crowds or disguise yourself.
 * Active- You can use the Shield to make weapon attacks. The damage is one dice tier above your unarmed damage. You can also use it to make a shove attack as a bonus action, which will deal Piercing Damage equal to your Proficiency Modifier on a Success.

Frostblood
Your blood is now near identical to that of cephalopods, giving it a deep blue colour while oxygenated.
 * Passive- This grants you Resistance II to Cold Damage, and you are able to comfortably survive without protective clothing at temperatures as low as -50 degrees Fahrenheit (-46 C) and with protective clothing you are able to survive at temperatures as low as -100 F (-73 C). While in lower temperatures, your skin takes on a blue hue.

Aqua Lungs
You grow an advanced membrane in your lungs that allow you to breathe in water, absorb oxygen and then exhale the rest.
 * Passive- You gain permanent waterbreathing.

Respiratory Filtering
Your lungs adapt to filter out airborne toxins and chemicals. You gain the following benefits.
 * Passive- You gain Advantage on Saving Throws against airborne poisons and effects. You also have Resistance II to the damage from those effects.
 * Active- As a Bonus Action, you can make yourself Immune to airborne poisons and effects for one minute. After doing this, your lungs need ten minutes to clean out the filters before you can repeat this ability.

Ocular Bioluminescence
Your eyes begin to produce these chemicals in the iris, causing your eyes to glow menacingly.
 * Passive- Your eyes emit dim light to a range of 5ft.
 * Passive- You can see in dim light as if it were bright light.
 * Active- You gain 3 Glow Charges on top of any others you may have. You can expend a Glow Charge as a bonus action to increase the brightness of your eyes, casting bright light in a 25ft cone in front of you and dim light out to a 60ft cone for one minute. While in this state, you have Advantage on Intimidation Checks against characters within 5ft that you are staring in the eyes.
 * Passive- You regain all Glow Charges on a Short Rest. This is the same for any ability that gives you Glow Charges.

Super Strong Fingers
Your finger muscles become extremely dense and powerful, allowing you to maintain your grip even in the most extreme situations.
 * Passive- You cannot be Disarmed in combat while you are not Incapacitated.
 * Passive- You can dig your fingers in and climb sheer walls with nothing but your inhuman might. You gain a 20ft climbing speed that functions even on smooth, normally impassable surfaces.

Angel's Glow
Your blood evolves to contain an enhanced form of Photorhabdus Luminescens, also known as the 'Angel's Glow,' which is a strain of bacteria that contains antibodies, allowing for the bacteria to act as a form of disinfectant.
 * Passive- Your blood glows a light blue colour, and wounds you receive cannot become infected over time.
 * Active- Your blood can be used as a healing agent- one 'dose' of Angel Blood injected into the bloodstream will heal the target for 1 Hit Point and grant Temporary Hit Points equal to your Constitution Modifier x d6. Angel Blood can be administrated via either syringe or via blood to blood contact. Blood to Blood contact requires an open wound on your target.
 * Active- As an Action, you can either inject an ally with a syringe or transfuse via blood to blood contact to administer Angel's Glow. The Angel Blood can be stored, but has a shelf-life of 24 Hours. This can be increased to 48 Hours if refrigerated.

Combat Prowess I
You may choose one combat bonus from the list below.

Superhuman Strikes
The first time you hit with an Unarmed Strike on your turn, you may choose to deal an additional 2d6 Bludgeoning Damage. When you deal Unarmed Damage, you can choose to knock your target back 5ft on a successful hit as long as they are no more than one size larger than you. When you make an Unarmed Strike on your turn, you may make two additional Unarmed Strikes as a Bonus Action.

Unrelenting Duelist
When you make a strike with a Melee Weapon on your turn, you may expend your Reaction to make another Melee Weapon Strike with Advantage. When you have Advantage on a Strike with any Melee Weapon, you may instead choose to forgo Advantage and make two attacks instead.

Combat Momentum
You may make two strikes instead of one when you take the attack action on your turn. When you deal Piercing or Slashing Damage to an enemy, you add an additional level of the Bleeding Condition to your Target.

Major Modification II
At 6th Level, you may choose two modifications from the list below:

Goldenblood
Your blood takes on a metallic golden appearance, and contains chemicals that allow for increased clotting ability, as well as immense magnetic potential.
 * Active- You can remove an instance of the Bleeding Condition as a Bonus Action.
 * Active- You are able to manipulate metallic objects within 30ft through the use of your personal magnetic field. You can only affect objects that weigh no more than 20lbs. This allows you to pick up items from a distance. Summoning your weapon to your hand requires a Bonus Action.
 * Active- As a Reaction, you can guide a bullet to its target. When you or an ally within 30ft of you misses with an attack roll, you can use your Reaction to grant them Advantage on their attack roll. You can do this a number of times equal to 1 plus your Proficiency Modifier, resetting on a Long Rest.

Arm Muscle Enhancements
Your arm muscles increase to levels that rival comic book superheroes. You gain the ability to outmatch any opponent in a battle of Strength.
 * Passive- Your Strength Score increases by 2.
 * Passive- Weapon Handling Scores are decreased by 2 for you.
 * Passive- Your unarmed damage increases by one damage dice tier.
 * Passive- You have Advantage on Strength Checks.
 * Passive- You count as one size larger for the purposes of pushing, lifting and carrying.

Bulletproof Skin
Your skin hardens to the point that bullets become little more than annoyances.
 * Passive- You gain Resistance II to Piercing Damage and Resistance I to Slashing Damage.
 * Active- Once per Long Rest as a bonus action or Reaction, you can make yourself Immune to Piercing and Slashing Damage for one minute.

Fireproof Skin
Your skin becomes thermally insulated to the point where heat can barely injure you.
 * Passive- You gain Resistance II to Fire Damage.
 * Active- Once per Long Rest as a bonus action or Reaction, you can make yourself Immune to Fire Damage for one minute.

Leg Muscle Enhancements
Your leg muscles are increases to herculean proportions, giving you the ability to leap and run at heights and speeds that are unfair towards any Olympian athlete.
 * Passive- Your speed increases by 15ft.
 * Passive- Your Dexterity is increased by 2, and your maximum Dexterity score is increased by 4.
 * Passive- Your jump distance and height is quadrupled.
 * Passive- You have Resistance I to Fall Damage.

Wings
Prerequisite: Hollow Bones

You grow a pair of bird-like angelic wings, allowing you to take to the skies.
 * Passive- You gain a flying speed of 30ft.
 * Passive- You have Advantage on Dexterity Checks and Saves while airborne, but Disadvantage while on the ground.
 * Active- You can now perform a Dive Attack. When you move 20ft towards and enemy while airborne, you can descend to the ground using only 5ft of movement and make a melee attack roll against that enemy. This attack has Advantage. If you hit, it deals an extra +5 damage and the target must make a Strength Saving Throw against your Attack DC or be knocked back 10ft.

Frost Warrior
Prerequisite: Frostblood

Your enhanced blood gains an additional chemical inside that reacts violently in an Endothermic Reaction when exposed to air for more than one second.
 * Active- Whenever you are hit by an attack that applies the Bleeding Condition, you may use your Reaction to make a bloody counterattack. Make a Melee or Unarmed Strike at any enemy within your range for said attack, and on a successful hit you deal an additional 4d6 Cold Damage to your target and they are slowed to half speed until the end of their next turn.

Major Modification Upgrade I
At 7th Level, you may choose a Modification Upgrade from the list below. Alternatively, if you do not meet the requirements for a certain upgrade, you may retroactively take the initial Modification instead.

Dual Heartbeat Cycling
Prerequisite: Secondary Heart

This Modification also adds a second set of lungs to maintain the heartbeat output. Dual Heartbeat Cycling allows both hearts to work in tandem, meaning each heart only has to beat half as much to sustain the same blood flow. This allows the Metahuman to push themselves to massive lengths in physical situations, doubling their blood flow without straining their heart(s).
 * Active- You can push yourself to extreme levels in combat, allowing you to reach extreme effectiveness. Once per Short Rest, you can push your Dual Hearts to the limit, allowing you to enter a Combat Rush as an Action. You require twice the amount of oxygen to function in this state. Your Rush lasts for one minute, and while active you have double your regular movement, Advantage on Dexterity Saves, +2 to your AC and you have an Additional Action. While in this state you have Vulnerability II to Poison Damage, as your rapid blood flow allows it to course through you far quicker than a regular human. When you do not have a Rush available, you can attempt to Rush again but at a risk. You must make a Constitution Save each turn you are in your additional Rush, starting at DC 12 and increasing by +3 each additional turn you remain in a Rush. On a Failure, you suffer Cardiac Arrest and drop to 0 HP, ignoring any Secondary Heart bonuses.


 * Passive- Your breath hold timer is doubled, increasing from 1 + your Con Mod minutes to 2x that number.
 * Passive- You can inhale twice the amount of oxygen compared to a normal person, allowing you to breathe normally in low-oxygen atmospheres.

Inferno Lung
Prerequisite: Pyro Lung and Fireproof Skin

Your Pyro Lung grows stronger and more powerful, with the glands secreting the pyrophoric chemical becoming far greater in size and effectiveness.
 * Active- You can now hurl a massive fireball as an Action on your turn. You can target a point within the same range as your weaker ranged fireblast, and hurl a massive ball of flame that explodes violently, dealing 8d6 Fire Damage to all enemies within a 20ft radius of the point. You can only do this once per Short Rest.
 * Active- Your Fire Breath attack now covers a 30ft Line, but is blocked by Half-Cover or greater. It now deals 3d8 + Str or Dex.
 * Active- You may now add your Strength or Dexterity Modifier to the damage roll of your Fireblast.

Lightning Casting
Prerequisites: Tesla Receptor
 * Passive- All of your touch-based Electrical abilities have a Range of 30ft.
 * Passive- While you have at least one Volt Charge, you deal a guaranteed extra 1d8 Lightning Damage when you land a melee strike.
 * Active- You can now hurl a bolt of Lightning that deals 2d8 Lightning Damage. This does consume a Volt Charge. This ability has a Range of 30ft.
 * Active- You can expend a Volt Charge to augment your muscles, granting you either Advantage on a Strength Check, an extra 10ft of movement, an extra 10ft of jump height or reduce push force taken by 15ft.
 * You can expend one Volt Charge to heal an ally within 5ft of you for a total of 1d4 + your Constitution Modifier as a Bonus Action.

Minor Modification II
At 9th Level, you may choose two Modification Upgrades or Regular Modifications from the list below. Alternatively, if you do not meet the requirements for a certain upgrade, you may retroactively take the initial Modification instead.

Evolved Lance
Prerequisite: Lance Arm

Your Natural Weapon mutates, becoming a far more dangerous tool in combat.
 * Passive- Your Lance now deals 2d8 Piercing Damage.
 * Active- You can now cause the Lance to partially detach from your arm, increasing your Reach to 15ft. You can do this to one attack per turn.

Flame-Shielded Body
Prerequisite: Fireproof Skin

Your skin has become fireproof to the point that you are near impossible to harm with flames.
 * Passive- You cannot gain the Burning Condition.
 * Passive- Your Immunity to Fire Damage ability now resets on a Short Rest.

Full Bioluminescence
Prerequisite: Ocular Bioluminescence

Your entire body begins producing light, allowing you to utilize it in combat.
 * Passive- Your arteries and veins glow dimly, not shedding any light but are noticable to any casual observer.
 * Active- You gain 4 Glow Charges on top of any others you may have. You can spend 2 Glow Charges as a bonus action or reaction to increase your blood luminosity to incredible levels until the start of your next turn. You shed bright light in a 15ft radius, and dim light to 30ft. All enemies within the bright light have Disadvantage to hit targets other than you, and targets in the dim light have Disadvantage against you.

Enhanced Auditory Processing
Your ears become immensely stronger, allowing you to pick up on frequencies normally far beyond human range and amplify sounds that no human would hear unless they were right on top of the source.
 * Passive- You can no longer be Surprised if you are not Deafened.
 * Passive- You have Advantage on any Perception check that involves hearing.
 * Active- You can stop and listen, allowing you to pick up on any auditory cues. When you take the Dodge Action on your turn, are not Deafened and an enemy successfully attacks you on their turn, you can expend your Reaction to cause their attack to miss.
 * Passive- As long as you are not Deafened, you do not have Disadvantage on Dexterity Saving Throws against effects you cannot see.

Mimetic Skin
Your skin gains the ability to shift like that of a chameleon, and allows you the ability to blend in with your environment.
 * Active- While you do not move, you can use a Bonus Action to gain the Invisible condition. This lasts until you move, make an attack roll or cancel it as a bonus action.

Metahuman Evolution
At 10th Level, you may choose one Modification Upgrade or Regular Modification from the list below. Alternatively, if you do not meet the requirements for a certain upgrade, you may retroactively take the initial Modification instead.

Immuno-Fortification
Your Immune System and White Blood Cells become incredibly powerful and adaptive, allowing you to purge diseases and toxins in a matter of moments.
 * Passive- You have Resistance II to Poison Damage.
 * Passive- You have Advantage on all Saves made against the Envenomed Condition.
 * Active- As an action,you can purge your body of all manner of Disease and Poison. For the next minute, you are Incapacitated as you suffer all the side effects of your diseases and other contaminants. This process cannot kill you, but can leave you weakened or injured in bad cases.

Monstrous Lance
Prerequisite: Evolved Lance

Your Lance becomes a horrifying dripping nightmare of sickly fluids. It grows longer and meaner, causing you balance problems in combat but allowing powerful new attacks.
 * Passive- Your Lance now deals an extra 1d8 Poison Damage on hit, and your target must make a Constitution Saving Throw (DC = 8 + your Proficiency Modifier + your Strength Modifier) or become Envenomed. They can repeat the save at the start of their turn.
 * Passive- Your Reach now increases to 15ft, and your special attack now increases to 20ft.

Dual Wings
Prerequisite: Wings

You grow another pair of wings to work in tandem with your original set, allowing you a drastic increase in speed and mobility in the air, at the cost of ground mobility.
 * Passive- Your flying speed increases to 45ft, at the cost of decreasing your walking speed by 5ft.
 * Active- With a powerful thrust from your wings, you can make a Power Takeoff as an action. All individuals within 15ft of you must make a Strength Save against your Attack DC. On a Failure, they take 2d6 + your Strength Modifier in Bludgeoning Damage and are knocked Prone. On a Success, they only take half damage and are not knocked Prone. After making this attack, you gain an extra 15ft of flight speed for that turn only.

Panic Strength
You can flood your muscles with incredibly powerful stimulants as you enter a desperate state voluntarily.
 * Active- Once per Short Rest, you can flood your muscles with stimulants and enter a frenzy for 5 rounds as a free action. While in this state, your Strength Score increases by +10 temporarily (to a maximum of 30) and every attack you make deals half damage as Bludgeoning back onto you. If you miss you take Bludgeoning damage equal to 1 + your Strength Modifier. You also gain Advantage on all Strength Checks made over this 30 second duration.

Frostwalker
Prerequisite: Frost Warrior

You gain the ability to secrete the volatile chemical in your blood from your skin, giving you a chilly power.
 * Passive- You now have Resistance III to Cold Damage.
 * Active- As an Action, you can cool down the entire area around you. For the next minute, every character that enters within 5ft of you for the first time on their turn or alternatively starts their turn within 5ft of you must make a Constitution Save against your Attack DC. On a Failure, they take 4d6 Cold Damage and their Speed is reduced to 0 as their feet freeze to the ground. On a Success they only take half damage and are not slowed. You can do this once per Short Rest.

Major Modification Upgrade II
At 11th Level, you may choose two Modification Upgrades from the list below. Alternatively, if you do not meet the requirements for a certain upgrade, you may retroactively take the initial Modification or previous upgrade instead.

Hearts of Steel
Prerequisite: Dual Heartbeat Cycling
 * Passive- You now only require two successful Death Saves (or one critical success) to stand up from being Unconscious at 0 Hit Points.
 * Passive- Your Constitution Score increases by 1 and your Maximum Constitution Score increases by 2.
 * Active- You can now continue functioning even when you are literally dying. When you are are reduced to 0 HP, you can choose to remain conscious and continue fighting. You make Death Saving Throws as per usual, but you can continue moving and attacking. You can enter this state a number of times equal to your Constitution Modifier, but after each use you gain a level of exhaustion.
 * Passive- When you enter a dying state but choose to remain upright, when you would be killed you are instead knocked unconcious and do not suffer the failed save from the strike. If you have two saves left unlocked and take Critical Damage, only one of the failed saves is negated by this effect. While unconscious, you are still dying and must make Death Saves at the start of your turn.
 * Passive- You gain an additional +2 Death Saves, and you can Critically Succeed on an 18, 19 or 20 on the d20.

Firestorm
Prerequisite: Inferno Lung
 * Passive- Your Pyro Lung and Inferno Lung abilities can now be directly channeled through your skin, meaning you can attack without obvious audible and visual cues.
 * Passive- Your skin lightly smolders, and when you exert yourself you leave flaming footprints in your wake. You have Disadvantage on Stealth and Deception Checks made to pass yourself off as human or as a part of a crowd.
 * Active- You gain a single Legendary Action. This Action can be used to do two things- you can either hurl a Fireblast or make a Melee or Unarmed Strike.
 * Passive- You may now use your Fireball a number of times equal to your Proficiency Modifier per Short Rest.
 * Active- When you activate your Fireproof Skin, you are also wreathed in a powerful Flame Aura. While you are in this form, you also have Resistance III to Cold Damage. Any individual that starts their turn within 5ft of you must make a Dexterity Saving Throw against your Attack DC for half damage. On a Failure, they take 4d6 Fire Damage. When you hit with a melee attack while this ability is active, you deal an extra 2d6 Fire Damage.

Overcharge
Prerequisite: Lightning Casting

You can now generate Volt Charges while in a desperate situation.
 * Passive- You have Resistance II to Lightning Damage.
 * Active- You can generate a number of Volt Charges as a Bonus Action and take 15 points of Damage (no type) per Volt Charge as you overstress your Tesla Receptor. The Maximum Number of Volt Charges you can regain through one Bonus Action is equal to 1 + your Constitution Modifier.
 * Active- You can now fire a massive blast of Lightning. As an Action, you can expend 3 Volt Charges to fire off a Lightning Bolt that scorches everything in front of you. Every enemy in a 100ft line in front of you must make a Dexterity Saving Throw against your Attack DC or take 10d6 Lightning Damage.
 * Active- Alternatively, you can increase the voltage of your Lightning Bolt to fire off a Reflective Bolt. This attack costs 4 Volt Charges and has the ability to rebound off walls and continue in a different direction as opposed to stopping. A character cannot be hit twice by the Reflective Bolt.

Unrelenting Power
You can now focus deep within yourself to push beyond all limits. As an Action, you can reset a number of Short or Long Rest Abilities equal to your Proficiency Modifier, allowing you to use them again as if you have completed the required Rest. Once you reset any Ability using this Ability, you cannot use this Ability again until you complete a Long Rest.

Combat Prowess II
At 13th Level you may choose a second Combat Upgrade. You may also take another Upgrade from Combat Prowess I instead.

Superhuman Strikes II

Prerequisite: Superhuman Strikes

You may now choose when to apply the extra damage for your boosted Unarmed Strike, as to allow it to be the finishing part to a combo attack. This can be applied after the roll.

Your boosted Unarmed Strike now deals an additional 3d6 Damage and you can choose to force the target to make a Strength Save against your Attack DC. On a Success, they are launched 15ft and take no additional Damage. On a Failure, they are launched 30ft and take an additional 3d6 Bludgeoning on top of the attack. If they hit a wall that halts their momentum, they take Bludgeoning Damage as if they had just fallen from double that height.

Unrelenting Duelist II
Prerequisite: Unrelenting Duelist

Your Melee Weapon Strikes all have Advantage.

Combat Momentum II
Prerequisite: Combat Momentum

You may make three strikes instead of two when you take the attack action on your turn.

Full Evolution
At 14th Level, you may choose two Modification Upgrades or Regular Modifications from the list below. Alternatively, if you do not meet the requirements for a certain upgrade, you may retroactively take the initial Modification or Upgrade instead.

Radiance
Prerequisite: Full Bioluminescence

You can now channel your powerful radiance to your hand, allowing you to make use of tactics that previously required flash grenades.
 * Passive- You now shed bright light from your eyes to a range of 10ft, and dim light to 20ft. Your blood now emits dim light to a range of 5ft.
 * Active- You gain 5 Glow Charges on top of any others you may have. You can spend a Glow Charge as a Reaction to send out a flash of light at an attacker when they succesfully make an attack roll against you. This forces them to reroll their attack with Disadvantage, taking the lower roll. They also take Radiant Damage equal to your Proficiency Modifier.

Cloaking
Prerequisite: Mimetic Skin

Your skin evolves to the point where you can become truly invisible.
 * Active- As an action, you can make yourself fully Invisible even while moving. This effect ends if you move more than 30ft in one round, as moving too quickly makes you easily noticable.This effect lasts for 10 Minutes total (through multiple uses), resetting on a Short Rest.
 * Passive- You are now able to make strikes and use equipment and abilities while Cloaked, but doing so causes you to flash out of your cloak until the start of your next turn, allowing you to be seen and attacked normally.

Lance Javelin
Prerequisite: Monstrous Lance

Your Lance becomes a Projectile of lethal proportions, allowing you to launch it through multiple enemies.
 * Active- You can launch your Lance at enemies, breaking it off your body and sending it flying 60ft through all who stand in its way. You launch the Lance in a 60ft line attack, and all enemies in its path must make a Dexterity Saving Throw. On a Failure, they take your Lance's maximum damage roll and are grappled by the Lance automatically. They are then forcefully moved along with the Lance to its resting point 60ft away from you. If there is already a target in that tile, they land prone in a surrounding tile. On a Success, they take half damage and are only moved 5ft away from you. Once you have done this you will need to regrow your Lance Arm to use it again.

Regeneration
With the re-generation of human stem cells and growth hormones, the brain can allow the body to regenerate tissue at a rate that is literally unheard of.
 * Passive- If you start your turn with less than half your HP, you regain HP equal to 5 + your Constitution Modifier. This does not apply if you have 0 HP. If you have the Bone Marrow Stimulants Modification, this overrides that ability while below half HP.
 * Active- As an action, you can enter a healing trance. You consciously fire up all the regenerative properties your body has, causing your body to regrow everything at an advanced rate. Any missing limbs are regrown, any diseases or poisons are purged, all radiation damage is removed and you'll definitely need a haircut afterwards. Unfortunately, the process takes an entire week and requires the Metahuman to be monitored and fed the entire time, but the result allows them to literally sleep off being bisected.

Seraphim Wings
Prerequisite: Dual Wings

You grow a third pair of wings, appearing as if you are an Archangel from an Abrahamic Religon. Your airborne agility and speed reaches unfathomable heights, and your ground manoeuvrability reaches rock bottom.
 * Passive- Your flying speed increases to 60ft and your walking speed decreases by another 5ft.
 * Passive- You can now push your flying speed to maximum overdrive. When you Dash as an Action, your movement speed the next turn is also doubled (you cannot benefit from a Dash Action on that turn however).
 * Active- When you make a Dive Attack, you can instead make a Airstrike Attack. An Airstrike Attack consumes an entire action, will leave the Metahuman on the ground in the square their target was in and knock back all individuals in a 25ft cone by 10ft. The initial target is knocked prone automatically, and all other individuals affected must make the save instead.

Visual Range Expansion
Your visual range can now expand beyond visual light, allowing you to see infrared radiation and ultraviolet light.
 * Passive- You gain 60ft of Truesight. This only works while you can see. In dark areas, you are able to see through infrared light.

Superhuman Arms
Prerequisite: Arm Muscle Enhancements

Your arms become like hydraulic machinery, and you are able to punch through armour plating as if it were paper.
 * Passive- Your Strength increases by 4 or by an amount that reaches your Maximum Strength Score.
 * Passive- You now count as two sizes larger still for the purposes of pushing, lifting or carrying.
 * Passive- Your unarmed damage increases by two damage dice tiers.
 * Active- You can clap your hands together violently in a Super Clap, spending an action and all of your movement that turn. This sends out a massive shockwave in a 25ft Cone in front of you, and all characters in the Cone must make a Constitution Save against your Attack DC. On a Failure, the character is Stunned until the end of their next turn and takes Thunder Damage equal to your unarmed attack damage. On a Success, they only take half damage and are not Stunned. You can make this attack a number of times equal to 1 + your Proficiency Modifier per Long Rest.

Superhuman Legs
Prerequisite: Leg Muscle Enhancements

Your legs become extremely powerful, to the point where you can 'leap small buildings in a single bound.'
 * Passive- Your Jump Distance and height is doubled again from its already high power level.
 * Passive- Your Movement Speed is increased by another 15ft.
 * Active- As an Action, you can make a Super Jump. When making a Super Jump, your Jump Height and Length is doubled again.
 * Passive- You have Resistance III to Fall Damage as long as you are able to land on your feet.

Hyper-Reactive Pupils
Your pupils can now move at incredible speeds, and allow you to shift your focus in an instant.
 * Passive- When you have Advantage on a strike, you instead may roll three d20s and take the highest roll.
 * Active- If you miss with a strike and have another strike available that turn, you can make that strike with Advantage.

Major Modification Stack
At 15th Level you gain the 11th Level Class Feature 'Major Modification Upgrade II' again for the purpose of diversifying your modification setup. You may only choose one modification or upgrade rather than two.

Metahuman Equilibrium
Your body begins to reshape itself to remain at peak performance at all times.
 * You cease aging past your physical peak in your mid-20s. If you are already beyond that age, you begin to de-age until you reach the optimal physical state.
 * You gain Proficiency in all Saving Throws.

Major Modification Upgrade III
At 17th Level, you may choose one final Modification Upgrade from the list below. Alternatively, if you do not meet the requirements for a certain upgrade, you may retroactively take the initial Modification or previous upgrade instead.

Tertiary Heartbeat Cycling
Prerequisite: Hearts of Steel

Your grow a third heart, bringing your circulatory evolution to a peak. You now require triple the food, drink and (while in a Rush) oxygen that a regular human requires. But with this hunger, you also gain immense physical capabilities.
 * Active- Your Combat Rush can now be used twice without penalties, resets on a Short Rest instead, and each DC addition is a +2 rather than a +3 when you choose to push yourself beyond your capabilities. While active, you also have +4 to your AC and now have Advantage on Constitution and Strength Saves.
 * Passive- You can now sprint at full speed without making Athletics Checks or Constitution Saves against exhaustion for ten minutes straight.
 * Passive- Your breath hold timer is tripled, increasing from 1 + your Con Mod minutes to 3x that number.
 * Passive- You can inhale three times the amount of oxygen compared to a normal person.

Flaming Aura
Prerequisite: Firestorm

You grow a secondary Pyro Lung, doubling your incendiary capabilities and making you the most threatening person in any room.
 * Passive- Your basic Fireproof Skin is always active, activating the ability now activates the Flame Aura instead.
 * Passive- Your Flame Aura now deals 8d6 Fire Damage, and can be 'popped' as a Legendary Action while Active, causing all characters to make their Save again. While the Flame Aura is Active, your Melee and Unarmed Attacks now deal 4d6 extra Fire Damage as opposed to 2d6.
 * Passive- Your Fire Blast and Flame Breath attacks now deal Fire Damage equal to 4d8 + your Strength or Dexterity Modifier.
 * Passive- Your Fireball attack now deals 12d6 Fire Damage.
 * Active- When the going gets tough, you can throw down a final, brutal attack meant to finish opponents. With a massive overcharge of your Pyro Lung, you can hurl a massive column of flame along a 15ft x 120ft line as an Action. This attack is only blocked by Full Cover. Every character within the area must make a Dexterity Save against your Attack DC or take 30d6 Fire Damage or half on a Success. After you make this attack, you gain a level of Exhaustion at the start of your next turn. You must wait 10 minutes after making this attack before doing it again or you will overstress yourself and pass out.

High-Voltage Receptor
Prerequisite: Overcharge

Your Tesla Receptor reaches a level in which it becomes comparable to a power station.
 * Passive- When you take damage to generate a Volt Charge, you now only take 10 points of damage as opposed to 15.
 * Passive- You gain Immunity to Lightning Damage.
 * Active- You may now make a lightning attack that jumps between different enemies. As an Action, you may expend 6 Volt Charges to fire a bolt of Lightning at an character within 150ft. They must make a Dexterity Save against your Attack DC or take 12d8 Lightning Damage. The bolt then spikes off, targeting up to 5 different characters within 40ft of the original target. Those targets must make Dexterity Saves as well against the Chain Bolt or take the same damage as the initial target.
 * Active- When you are targeted by Lightning Damage, you may use your Reaction to absorb the energy. The damage is still rolled, and you regain Volt Charges equal to the pre-Immunity Lightning Damage divided by 10 and rounded up.

Major Modification Stack II
At 15th Level you gain the 11th Level Class Feature 'Major Modification Upgrade II' again for the purpose of diversifying your modification setup. You may only choose one modification or upgrade rather than two.

Final Evolution
At 20th Level, you may pick one ability from the list below:

The Hyperion Factor
Prerequisite: Regeneration

Your Regeneration effect becomes near unstoppable, as you can condense a week's worth of healing into a moment of pure power.
 * Active- As a Bonus Action or Reaction, you can activate your Regeneration effect. The effects are instantaneous, and you instantly heal to full health, regrow all missing limbs and are cured of all status effects. For the next minute, you are under the effects of the Brute's Battle Rage at 20th Level. You then gain five levels of exhaustion. Once this effect ends, you are knocked unconcious for one full day, but do not lose any exhaustion levels. If you have any abilities that grant you extra levels of Exhaustion, you instead gain an amount equal to a lethal dose minus one. If you will take a lethal level of Exhaustion, you die of Total Organ Failure after your Battle Rage ends. Once you succesfully use this ability, you cannot use it again until you have fully recovered from its effects.

The Connelly Factor
Prerequisite: Flaming Aura

While under laboratory conditions, General Eric Connelly was once able to superheat the surrounding air to the point it became a blue-ish white-hot Plasma. While it could never be replicated, it is believed that another Metahuman could theoretically gain the ability to weaponize Plasma.
 * Active- You gain the ability to concentrate your Pyro Lung into a massive overdrive. When you activate your Flame Aura, all of your damage effects that deal Fire Damage now deal Plasma Damage. While this ability is Active, you are not resistant to Plasma Damage in any way.
 * Passive- Whilst some abilities require you to enter an overdrive state, your Fire Blast now always deals Plasma Damage instead of Fire Damage.

The Moss Factor
Your mind speeds up, allowing you to process and react to events faster than an average human.
 * Passive- You gain +15 to your Initiative Count.
 * Passive- You gain an additional Bonus Action.
 * Passive- You cannot be targeted by Opportunity Attacks.
 * Passive- Your Proficiency Modifier increases to +7.