Primal Paths
Path of the Berserker
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Path of the Totem Warrior (Bear)
Bear Totem Spirit
Starting at 3rd level, while raging, you have resistance to all damage except psychic damage.
Aspect of the Bear
Beginning at 6th level, your carrying capacity (and consequently maximum load and maximum lift) is doubled. You have advantage on Strength check made to push, pull, lift, or break objects.
Bear Spirit Walker
At 10th level and higher, you can cast the commune with nature spell as a ritual. When cast, a spirit bear appears to convey information about the surrounding territory.
Bear Attunement
Starting at 14th level, while raging, any creature within 5 feet of you that is hostile to you will be under the effect of your might, making it difficult for them to move. They will need to expend extra movement to get away from you.
Path of the Totem Warrior (Raptor)
Raptor Totem Spirit
Starting at 3rd level, while raging, other creatures have disadvantage on opportunity attacks against you and you can use the Dash action as a bonus action.
Aspect of the Raptor
Beginning at 6th level, you can see up to 1 mile away with no difficulty and discern fine details as though looking at something at one tenth of the actual distance. Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
Raptor Spirit Walker
At 10th level and higher, you can cast the commune with nature spell as a ritual. When cast, a spirit bird appears, providing keen insights into the regional territory and nearby creatures.
Raptor Attunement
Starting at 14th level, while raging, you can use a bonus action to fly up to your current speed without provoking opportunity attacks. You must land at the end of your turn or fall.
Path of the Totem Warrior (Tiger)
Tiger Totem Spirit
Starting at 3rd level, when you make a jump, you can cover a distance equal to your speed without needing a running start. Additionally, you gain proficiency in the Acrobatics skill if you do not already have it. If you do, you gain expertise in the Acrobatics skill instead.
Aspect of the Tiger
Beginning at 6th level, your senses sharpen as if you were a tiger. You gain darkvision up to 60 feet or extend existing darkvision by 30 feet. Additionally, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
Tiger Spirit Walker
At 10th level and higher, you can cast the commune with nature spell as a ritual. When cast, a spirit tiger appears to convey information about the surrounding territory.
Tiger's Pounce
Starting at 14th level, if you move at least 20 feet in a straight line towards an enemy and hit them with a melee weapon attack on the same turn, the target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is knocked prone, you can make one additional melee weapon attack against them as a bonus action.
Path of the Totem Warrior (Wolf)
Wolf Totem Spirit
Starting at 3rd level, while raging, your friends have advantage on melee attack rolls against any creature hostile to you within 5 feet of you.
Aspect of the Wolf
Beginning at 6th level, you move with predatory intensity. You can track creatures even while traveling at a fast pace and can move stealthily while traveling at a normal pace.
Wolf Spirit Walker
At 10th level and higher, you can cast the commune with nature spell as a ritual. When cast, a spirit wolf appears to convey information about the surrounding territory.
Wolf Attunement
Starting at 14th level, while raging, you can knock a Large or smaller creature prone when you hit it with a melee attack.