Base Class: Barbarian
Not really sure what i'm supposed to put here you are a barbarian you punch things with nano-machines
Augmented Rage
Starting when you choose this path at 3rd level, you can choose to augment your body with nano-machines when you rage. Reduce your intelligence by 2, and for the duration of your rage you envelop your body and equipment in nano-machines. Your arms become weapons that deal Attack: [roll]1d20[/roll] Damage: [roll](if([roll:-1:critical], =0, d8, 2{d8}.expand()))[/roll] + your Strength modifier and have the light and one handed properties, or you can use the damage and effects of any weapon you hold that lacks the two-handed, reach, or special properties. In addition you can give each of your arms one of the following properties:
Blunt Force Trauma: Whenever you hit an enemy with an attack, they must make a Constitution saving throw with a DC of 10 + your Strength modifier. If they fail, impose disadvantage on their next attack roll. If the enemy is already inflicted with this effect, you can move them up to 5 feet. On a critical hit, there is no saving throw and you can choose to knock an enemy prone. Your attacks deal bludgeoning damage.
The Claw: Whenever you hit an enemy with an attack, they must make a Constitution saving throw with a DC of 10 + your Strength modifier. If they fail, deal your bonus rage damage again. On a critical hit, there is not saving throw and you impose a bleed condition, dealing an extra [roll]1d4[/roll] for a number of turns equal to your Strength modifier (this damage is not affected by critical hits). Your attacks do slashing damage.
Impaling Spike: Whenever you hit an enemy with an attack, they must make a Constitution saving throw with a DC of 10 + your Strength modifier. Enemies wearing armor with any sort of natural armor have advantage against this throw. If they fail, you can impale them, causing them to be unable to move, giving them disadvantage on Dexterity saving throws, and making it so you can no longer attack with that arm. On a critical hit, there is no saving throw and their AC is reduced by 2 until the condition is ended. An enemy can end the condition with an action, and you can end it with a bonus action, or by changing the form of that arm.
In addition, whenever you change the form of your weapon, make a DC 10 Constitution saving throw. If you fail, you lose 1 point of Intelligence. If you would reduce your Intelligence past 1 with this method, you immediately exit rage, gain all your Intelligence back immediately, cannot use rage again until you are healed at least 1 hit point, and lose 2 points of Constitution until you finish a long rest. If rage ends any other way, your Intelligence comes back at a rate of 1 point per turn, with no other effects. Any effect of this subclass that reduces Intelligence has the same effect.
Overclock
Beginning at 6th level, you gain two extra hand forms, and you can remove the finesse property from weapons while you have them enveloped. In addition you can envelop weapons with the two-handed, reach, and special properties.
Hand of Destruction: Morph two hands into one, allowing you two use the properties of two-handed weapons, or the versatile property. Whenever you hit an enemy with an attack and they must make a Constitution saving throw with a DC of 10 + your Strength modifier. If they fail, deal and extra [roll]1d8[/roll] force damage. On a critical hit, there is no saving throw and you deal 2d8 force damage. Your attacks do force damage.
Hand of Protection: Sacrifice one hand to wrap nanobots around your body, giving +2 to AC, and giving advantage on Constitution saving throws against effects imposed by enemies. When you use this hand, you can use an Action to empower your protection, giving +3 to your AC and dealing your rage damage in lightning damage to any enemy which hits you with a melee attack. This reduces your Intelligence by 1.
In addition when you hit an enemy with a melee attack you can reduce your Intelligence by 1 to deal an extra [roll]3d6[/roll] lightning damage.
Nano-repair
Beginning at 10th level, double the number of Hit Dice you have. In addition whenever you heal to full health with Hit Dice, you can remove any effect on you that would be removed with a long rest. (This cannot be used to restore features that you have used up).
You can also choose to extend the Duration of your rage if it runs out of time or if you haven't attacked a hostile creature since your last turn or taken damage since then. When you do this, You must succeed in a DC 15 Constitution saving throw or reduce your intelligence by 1.
In addition, you gain one more hand form, With a DC 15 Constitution saving throw to not reduce your Intelligence by 1:
Legs: Sacrifice your arms to augment your legs. Double your movement speed. The damage die becomes a [roll]1d12[/roll], but you must make a DC 13 Dexterity(acrobatics) check in order to successfully attack, if you fail, the attack fails.
Third Hand
Beginning at 14th level, whenever you enter augmented rage, gain one more hand. In addition when you take the Attack Action in augmented rage, you can attack 3 times instead of 1.
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