Barbarian

Barbarians are exalted champions who earned their name brawling face to face with their foes. Often they have found experience fighting for the honours or amusement of the higher members of society. Barbarians are characterised by a powerful bestial rage empowered with which they fuel their fighting spirits. Barbarians might not be as well trained as Fighters or Paladins but can easily take them one-on-one in a fight.

Primal paths
Barbarians eventually learn to shape the nature of their primal rage by following and living according to the tenets of a "primal path". Barbarians usually start to follow these primal paths when they notice that a regular brawl just doesn't provide them with the same excitement as it used to before. This inspires some to follow a new way of living in order to give themselves a higher purpose in life and to channel their raw emotions.

Path of the Totem Warrior
Barbarians who pursue their spiritual side are called Totem Warrior. Totem Warriors have learned to enhances their capacity for primal magic thanks to the guidance of their spirit animal. The spirit animal chosen by Totem Warriors - which is often related to their particular native culture - grant them a number of supernatural abilities, such as the ability to carry extra weight, enhance the ability of their allies in battle, or even leap a limited distance. Additionally, Totem Warriors might also take on physical features similar to their spirit animal, such as excess hair or unusually coloured eyes.

Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object - an amulet or similar adornment - that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a Thylacoleo totem spirit, you might have an unusually long neck, or if your totem is the hawk your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a eagle or vulture in place of an hawk.
 * Emu: The spirit of the Emu ensures you victory on the battlefield. While raging you have resistance to all damage except psychic damage.
 * Hawk: The spirit of the Hawk transforms you into a scorching wildfire. While raging, your attacks deal Fire damage and each target near you hit by a Fire attack has to make Wis saving throw or be Frightened by the flames of war.
 * Dingo: The spirit of the Dingo turns you into the leader of the pack. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
 * Kangaroo: The spirit of the Kangaroo makes you swift as the wind. While you're raging and aren't wearing Medium armour, your walking speed increases by 15 feet.
 * Thylacoleo: The spirit of the Thylacoleo empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.

Aspect Of The Beast
At 6th leveI, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
 * Emu: You gain the might of a Emu. Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
 * Hawk: You gain the eyesight of an Hawk. You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
 * Dingo: You gain the hunting prowess of a Dingo. You can track other creatures while travelling at a fast pace, and you can move stealthily while travelling at a normal pace.
 * Kangaroo: You can roam as wide as a Kangaroo. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.
 * Thylacoleo: You gain the cunning of a Thylacoleo. You gain proficiency in Stealth and one skill from the following list: Athletics, Acrobatics, and Survival.

Spirit Walker
At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement
At 14th level you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
 * Emu: While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it has blindsight.
 * Hawk: While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
 * Dingo: While you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
 * Kangaroo: While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
 * Thylacoleo: While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make two additional melee weapon attack against it.

Path of the Berserker
For some barbarians, rage and violence are a form of art. These barbarians follow the Path of the Berserker. an path of untrammelled fury, greased with blood. Berserkers want to perfect their rage, training and enhancing it with anything possible. While other barbarians may draw upon the essence of nature for their power, berserkers instead rely on their own fury and unbridled bloodlust to pull themselves through a fight. When a berserker rages they enter into an deep state of blinding fury known as a frenzy. While frenzied, a berserker is capable of attacks with such a speed that they easily overpower their victims.

Some Berserkers may fuel their rage with the aid of the natural world, foraging for herbs and fungi that can aid them by enhancing their abilities or altering their mental state. once well berserker enters a well prepared rage, they become completely and utterly fearless, but incapable of any social interaction.

Path of the Ancestral Guardian
Some barbarians hail from cultures that revere their ancestors. These people believe that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. But these ancestors also need to be protected from the many dangers preying on their vulnerable state. Those who follow the path of the Ancestral Guardian take up this task of protecting their ancestors, and their ancestors aid them in battle.

When an Ancestral Guardian rages, they come into contact with the dream and calls on these ancient spirits. In order to cement ties to their ancestors, barbarians who follow this path begin to cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Path of the Storm Herald
Typical barbarians harbour a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects. Storm Heralds have to complete a harrowing pilgrimage on foot to the Stone of Anthem before they are officially recognised as Storm Heralds.

Once they complete their quest and get recognition, Storm Heralds become somewhat of celebrities. The Krikos order invites them as honorary initiated, allowing them access to many of the sacred druid groves. Many kings and leaders also may approach a newly honoured Storm Herald to invite them to their court as private guards or even knight. But their fame also makes them a prime target for nefarious forces.

Path of the Zealot
Some barbarians turn to faith to give their life meaning. Following the way of deities that inspire their followers to pitch themselves into a ferocious battle fury. These barbarians become the zealots – warriors who channel their rage into powerful displays of faith. They fight with such an religious fervour that they eventually learn to ignore pain through the power of prayer alone. Temples and monasteries often offer Zealots free lodging in exchange for a display of their herculean strength.