Type III Metahuman

As a Subclass of the Juggernaut Class, the Type-III Metahuman is a ridiculously potent behemoth of a Super Soldier that can shrug off missiles and Gauss fire as if it were a light breeze.

Adaptive Evolution
As a Metahuman, you have access to powerful abilities that set you apart from a regular Juggernaut. Instead of an emotionally enraged state, you gain access to a special type of rage called Adaptive Evolution. You may enter this rage as a Bonus Action and it lasts one minute. Your rage can only be ended by being reduced to 0 Hit Points. Whilst raging, you also deal additional damage on all Melee and Unarmed Strikes equal to your Rage Modifier.

When you enter Adaptive Evolution, you activate a network of modifications lying dormant within your skin. As a Reaction, you can activate an Evolution whilst you are Raging.

These are the Evolutions you can utilize whilst in this state:
 * Bulletproof Skin- Until the start of your next turn, you are Immune to Piercing Damage.
 * Fireproof Skin- Until the start of your next turn, you are Immune to Fire Damage.
 * Iron Skin- Until the start of your next turn, you are Immune to Slashing Damage.
 * Metaenium Durability- Until the start of your next turn, you are Immune to Bludgeoning Damage.
 * Unshakable Constitution- Until the start of your next turn, you cannot be Frightened, Shaken, Agonized, Blinded, Deafened or Stunned. You will still be Blinded or Deafened if your eyes or ears are destroyed.
 * Lead Constitution- Until the start of your next turn, you are Immune to Necrotic, Acid and Poison Damage.
 * Inner Fire- Until the start of your next turn, you are Immune to Cold Damage.
 * Instinctive Evasion- Until the start of your next turn, you gain +2 AC.

Extreme 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.
 * Passive- You become Proficient in Unarmed Strikes, and your Unarmed Dice Damage begins at a base level of 1d8 + your Strength.
 * Passive- Whenever you land a Melee or Unarmed Strike, if your target is Large or smaller you may choose to knock them back 5ft and step into the area they have left open.

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. This ability activates before "Didn't Hear No Bell."

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.

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.
 * 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.

Superhuman Arms
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.

Hearts of Steel

 * 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.

The Hyperion Factor
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.