Defender

"'блять'- Kirill Sokolov, probably." The Defender is a powerful Metahuman Warrior created from Elijah Samson's DNA. They inherit his immense ability to affect metallic objects even down to a microscopic level.

Health
Hit Dice: 1d10

Proficiencies
Armor: Light, Medium and Heavy

Weapons: Light, Medium, Heavy

Tools: One of your Choice

Attack DC: 8 + your Proficiency Modifier + your Strength Modifier

Saving Throws: Strength and Constitution

The Magnetic Warrior
Your blood begins to take on a slight golden sheen as you gain rudimentary magnetic abilities from your enhanced genome. You also gain the ability to slow your own bleeding as your golden blood is able to coagulate far quicker than before. You gain the following abilities.
 * You are able to remove a level of Bleeding as a Bonus Action.
 * 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.

Magnetic Prodigy
As the powerful magnetic potential builds up in your body, you gain powerful new ways to utilize your powers. You gain an array of Magnetic Charges as per the list below that you can expend on special Magnetic abilities. You regain all expended charges on completing a Long Rest.

Accelerated Strike
You gain the ability to magnetically accelerate your strikes with metallic weaponry. When you successfully land a strike with a Melee Weapon or a single-fire Ranged Weapon you may choose to expend one of your Magnetic Charges to immensely increase the speed of either the weapon's swing or the projectile's motion. When you expend a 1st-Level Magnetic Charge on a Melee Strike, you deal an extra 2d12 of the weapon's damage type, and for each addtional Charge level you expend above 1st you may add an additional +1d12 of the weapon's type. For a Ranged Strike, the dice size is a d8 instead of a d12 but the weapon's range is doubled for the attack. For each additional Magnetic Charge you use after 1st level you may increase the range by a further 10ft as well as dealing the extra damage.

In addition to this, when you use a 6th Level Charge or higher on a Melee Attack you deal Bludgeoning Damage equal to half the attack's damage to all characters (excluding you) within a 5ft radius of your target. If you use a 9th Level Slot, you deal Bludgeoning Damage equal to the attack's damage to all characters within 5ft and half damage to all other characters within 15ft. All characters within the area must make a Strength Save with a DC equal to half the damage or be knocked Prone. Those within 5ft have DIsadvantage on the Save.

Defender's Charge
As a Reaction, you can move up to 15ft and interpose yourself between an enemy's attack and an ally. The attack roll is redirected onto you, and you take the damage instead. This attack automatically hits you if it would hit your ally. You can also expend a 1st Level Magnetic Charge as a part of this Reaction to grant yourself Resistance I to the attack's damage, and you can expend a higher level Charge to grant yourself extra levels of Resistance to the attack's damage. A Magnetic Charge of 3rd Level or higher will grant you Resistance III, which is as high as this ability can go.

Ability Score Improvement
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.

Metahuman Reactions
With a small infusion of Hyperion II's genetic code, you are able to process events far quicker than a regular human being. You gain an additional Reaction.

Dauntless Runner
When you use your Defender's Charge ability, you can now move 25ft as opposed to 15ft. In addition, you can expend one of your Reactions on your turn to take the Dash Action.

Defend the Weak...
When you shield an ally from damage as a Reaction with your Defender's Charge ability, they gain Temporary Hit Points equal to your Defender Level.

...Against the Strong
When an enemy hits you with an attack that applies a special condition, you can use your Reaction to remove the condition before it affects you. If you took the damage using your Reaction to defend an ally, you can remove all instances of that condition that are applied with the hit as a part of your Reaction (such as multiple instances of Bleed damage as a result of Slashing Damage).

This ability cannot remove or cancel the following conditions- Unconscious, Incapacitated, Engaged or Restrained.

Return to Sender
As a Reaction, you can attempt to snatch a grenade out of the air using your Biomagnetism. You may make a Strength Check against the initial grenade's DC to attempt to halt it. On a Success, you are able to redivert the grenade's direction and hurl it up to 25ft away from its intended location. Its DC becomes equal to your Attack DC.

Last Dying Breath
When you are reduced to 0 HP, you can choose to sustain a level of Exhaustion and spend a number of your hit dice equal to your Constitution Modifier to heal yourself. This ability cannot negate the effect of Plasma Damage.

Never Skip Leg Day
When you use your Defender's Charge or Return to Sender abilities, you can now move or throw 35ft as opposed to 25ft.

Get Behind Me!
If an area of effect attack forces you or an ally within 60ft of you to make a Saving Throw, you can expend your Reaction to run up to 35ft before blocking the effect, allowing you to create a 35ft cone behind you (with the point of the cone in the tile behind you) that is protected from the effect completely. You can also expend a 3rd Level Magnetic Charge or higher to grant yourself Resistance II to one of the attack's Damage Types.

Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Hyperion
You gain a third Reaction.

Magnetic Abilities
This is a list of all the Magnetic Abilities the Defender can manifest. They are able to use any ability from the list as long as they have the appropriate Magnetic Charge available. Abilities that control ranged projectiles must be used with regular bullets.

Magnetic Slam
You lash out and slam an enemy to the ground. As an Action, target a single enemy within 30ft of you. They must make a Strength Save against your Attack DC. On a Failure, they are knocked Prone and take 3d6 Bludgeoning Damage. On a Success, they are unaffected.

When you overcharge this ability with a higher level Magnetic Charge, you may target an additional enemy for each additional level of charge.

Magnetic Bolt
You send a sharp magnetic pulse out towards an enemy within 30ft. As a Strike on your turn, you may target a single enemy with a Magnetic Bolt. On a Hit, they take 2d8 + your Strength Modifier in Magnetic Damage.

When you overcharge this ability it deals an extra +1d8 Magnetic per additional level of charge.

Magnetic Deflection
As an Action, you begin to emit a powerful repelling aura. For 1 minute, all attacks against you have Disadvantage. If you are hit by an attack, you must make a Constitution Save with a DC equal to the higher of either 10 or half the attack's damage. On a Failure, the effect ends.

When you overcharge this ability you are able to guarantee success on a number of Saving Throws to maintain this ability equal to the extra levels of Magnetic Charges expended.

Magnetic Hurl
As an Action, you can hurl a metallic object at an enemy with massive speed. Choose a metallic object weighing no more than 20 pounds within 30ft of you. Choose a point within 90ft to throw it at. Any character or object that is in the way of the object must make a Dexterity Save against your Attack DC. On a Success, they dodge the object and it continues moving. On a Failure the object is stopped and the character or object takes 3d8 Bludgeoning Damage.

When you overcharge this ability it will continue moving through a number of creatures that fail their save equal to the additional charge level- If a third level Magnetic Charge is used the object will only stop on the second enemy to Fail and both take the damage.

Hover
As an Action, you can focus all of your Magnetic force downwards. You may hover up to 20ft above the ground. While hovering, your Movement Speed is 40ft. You also gain +2 AC while hovering, as your control allows you to move out of the way of incoming fire. This effect lasts for 1 minute. If you are hit by an attack, you must make a Constitution Save with a DC equal to the higher of either 10 or half the attack's damage. On a Failure, the effect ends and you fall. If you fall off a high place while hovering, you take fall damage as per normal.

When you overcharge this ability you are able to guarantee success on a number of Saving Throws to maintain this ability equal to the extra levels of Magnetic Charges expended.

Magnetic Focus
You temporarily create a massive magnetic field with you at its center as an Action. The field extends in a 30ft sphere around you, and any character you choose within 30ft must make a Strength Save against your Attack DC. On a Failure they are pulled into the nearest space to you, take 5d10 Bludgeoning Damage or alternatively 5d10 Magnetic Damage (your choice) and are knocked Prone. On a Success they take half the damage and are not moved.

If you overcharge this ability you deal an additional +1d10 damage of the type you chose to each victim.

Ferrokinesis
As an Action, you supercharge your personal magnetic field to allow you to 'telekinetically' move objects that weigh up to 1000 pounds within 30ft of you. This effect lasts for 10 minutes. If you try to lift an unwilling character, you must make a contested Strength Check against them with your Action. If you Succeed, they are Restrained by you and you may move them up to 30ft in any direction including up (as long as they remain within your 30ft range). On your next turn you may use your Action to maintain your grip, and must make another contested Strength Check. If you slam your opponent into the ground as a part of your movement, they take damage as if they had fallen from double that height. This Ferrokinesis can be used for finer controls also, such as using tools or reloading weapons.

If you overcharge this ability you gain an additional 2 minutes of this effect being active.

Blood Rupture
As an Action, you can seize onto the trace amounts of iron in a character's blood and pull. You can choose a target within 30ft of you that is Bleeding, and they must make a Constitution Save against your Attack DC. On a Failure, they gain 10 Levels of the Bleeding Condition and are Agonized until the end of your next turn. On a Success they gain 5 Levels of Bleeding only.

If you overcharge this ability you inflict an extra level of Bleeding upon your target for each additional level of charge.

Guided Strike
You may guide a weapon through multiple targets with your Biomagnetism. As an Action, you can either fire your ranged weapon or hurl your melee weapon and take control of it with your power. Choose up to 5 characters within 30ft of you. Make a strike against each one as you move either the projectile or swing your weapon through each target. On a Hit they take 7d10 damage of the weapon's type.

If you overcharge this ability you may target an additional character for each additional level of charge.

Charged Electromagnetic Burst
As an Action, you can begin building up an immense magnetic blast. The blast has a 30ft Radius centred on you and has a base damage of 12d6 Magnetic Damage. At the start of your turn the base damage increases by 1d6, and you may choose when to detonate the blast. The blast can be charged for 1 minute to a maximum damage of 22d6 Magnetic. If you are hit by an attack, you must make a Constitution Save with a DC equal to the higher of either 10 or half the attack's damage. On a Failure, the blast goes off immediately as you lose control of the buildup.

If you overcharge this ability you may add an extra +2d6 Magnetic Damage to the base damage of the blast.

Full Body Control
As an Action, you can withdraw your field into your body to control your actions perfectly. For the next 4 hours you have Advantage on all strike rolls, ability checks and saves. In addition, all enemies have Disadvantage you hit you with all strikes.

If you overcharge this ability with a 9th Level Magnetic Charge it lasts for 8 hours.

World Stop
As an Action or Reaction, you cause every metal object from armour down to individual iron atoms (asides from you and items that you are wearing/carrying) within an extended range of 240ft to freeze in place. This effect lasts for 30 seconds, and in that time you may take 5 turns in a row. You are unable to remove allies from this effect, as it freezes everything indiscriminately. Characters within the World Stop are able to see and perceive things as normal but are unable to move and are considered Paralyzed. If you are hit by an attack (somehow), you must make a Constitution Save with a DC equal to the higher of either 10 or half the attack's damage. On a Failure everything unfreezes. If someone targeted by this ability is either a Defender or a Metahuman with Magnetic Powers, they may make a Strength Check against your Attack DC. On a Success, they may take a single turn during the World Stop. If they have this ability, they automatically Succeed.