PRIMAL PATHS:
Path of the Beserker
Frenzy. When you enter a
rage, you can make it a Frenzied Rage. If yo so so, for the duration of
your Rage, you can make a single melee weapon attack as a bonus action
each of your turns after this one.When your rage ends, you suffer one
level of exhaustion.Mindless Rage. You cannot be charmed or frightened while raging. If you are before you enter your rage, the effect is paused until you exit the rage, then the effect resumes.
Intimidating Presence. You can choose one creature that you an see within 30 feet. It must pass a Wisdom saving throw( DC is equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened 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 until the end of your next turn. The 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 the saving throw, you can't use this feature on that creature against for 24 hours.
Retaliation. 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
Spirit Speaker. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.Totem Spirit. You choose a totem spirit and gain its feature. You must make or acquire a physical totem object, such as an amulet or similar adornment, that incorporates the fur, feathers, claws, teeth, or bones of your totem animal. At your option, you can also gain minor physical attributes reminiscent of your animal, such as being hairy like a bear or having bright yellow eyes like an eagle.
Bear - While raging, you have resistance to all damage, except psychic damage.
Eagle - While raging and not wearing heavy armor, other creatures have disadvantage on opportunity attacks against you and you can use the Dash action as a bonus action on your turn.
Wolf - While you are raging, your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
Aspect of the Beast. You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you chose at 3rd level or select a different one.
Bear - Your carrying capacity is doubled and you have advantage on Strength checks made to push, pull, life, or break objects.
Eagle - You gain the eyesight of an eagle, 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 Perception checks.
Wolf - You can track other creatures while traveling at a fast pace, and you can move stealithly while traveling at a normal pace.
Spirit Walker. You can cast commune with nature, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for your Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Totemic Attunement.
Bear - While
you are raging, any hostile creature within 5 feet of you has
disadvantage on attack rolls against targets other than you or another
creature with this feature. An enemy is immune to this spell if it
cannot hear or see you or it is immune to being frightened.Eagle - While raging, you have a Fly speed equal to your current walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and have nothing else holding you aloft.
Wolf - While you are raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.