Barbarian
Base Class: Barbarian

Masters of Nanotechnology, Cyberweavers use huge swarms of Nanites to create weapons, armours, shields, etc. To Cyberweavers, they don't see Nanites as simple machines used to create small items, but rather, more like ants, that work together as one to fight, to protect, to create. 

Nanite Creation

Beginning at 3rd level, you gain "Colony Charges" equal to double your proficiency bonus. These Colony Charges are used for most Cyberweaver features.

Nanite Control.

Also beginning at 3rd level, While not raging, you may spend a Colony Charge to create a melee weapon of some kind that doesn't have the "Heavy" property, or a set of light or medium armour. In order to make a weapon of armour, you must first be proficient. Once you make the weapon, it lasts for 12 hours, or until the creature wielding it becomes incapacitated or unconscious. Also, while raging, if you attack a creature with a nanite-made weapon, you deal an additional dice of damage.  At 6th level, instead of making a regular nanite weapon or set of armour, you may instead spend two Colony Charges to instead make a magical +1 weapon or armour, and at 13th level, you may spend three Colony Charges to make a magical +2 weapon or armour

Additionally, once per long rest, you may choose a weapon with the "Heavy" property and, until the next long rest, you may also make one of that weapon. 

Cybernetic Defense.

Beginning at 6th level, as an action, you may spend one Colony Charge to protect yourself. You may choose one of these effects to occur:
Deflecting Strike: When you're next attacked, Roll 3d10, and reduce the damage dealt by the resulted roll. If the damage were to reach 0, you may make an attack action against the creature who attacked.
Shielding Colony: Until the beginning of your next turn, if any attack that hit you would hit you by 5 or less, the damage you take from the attack is halved.

Once you use this feature, you're unable to use it again until you complete a short or long rest.

Raging Enhancement

Beginning at 10th level, while raging, you may spend two Colony Charges to cause yourself to become enhanced for up to one minute. While attacking a creature with a nanite-made weapon, you make the attack with advantage, and if you're wearing nanite-made armour, you gain an additional +2 AC, among the AC bonus the armour gives it normally gives. Also, when you make an unarmed strike, the damage is increased to 1d8 + your strength or dexterity modifier in bludgeoning damage.

Nano-Blood

Beginning at 14th level, you may spend 4 Colony Charges to allow the nanites into your very veins. While they course through you, you gain resistance to all damage types for one minute, as well as a +2 bonus to AC. Once the effect ends, you must roll a Constitution saving throw with the DC equaling 12 + your Strength modifier, or become incapacitated for 1 round.

You may also pass this effect onto a willing creature of your choice within 5 feet of you, but after the effect ends, on top of the incapacitated condition, if they fail the saving throw, they’re also dealt 4d10 Necrotic damage, due to their unfamiliarity to the Nanites. Once you use this class feature, you’re unable to do so until your next Short or Long rest.

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