The three following animal totems are for use by the player in addition to the animals present in the Player's Handbook. Check with you DM before using them in your game.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain it's feature.

Crocodile. While raging, moving with a grappled creature costs no additional movement. Additionally, while raging, whenever a creature would provoke an opportunity attack from you, you can forgo that attack and attempt to grapple it instead. The spirit of the crocodile allows you to easily capture your foes.

Kangaroo. While you're raging, when you hit a creature with a melee weapon attack, you can use your reaction to jump 10 feet directly away from it. This jump can't provoke opportunity attacks. The spirit of the kangaroo allows you to easily out-maneuver your opponents.

Kookaburra. While you're raging, when you score a critical hit with a weapon attack against a creature on your turn, you can mockingly laugh at the creature as a bonus action. As long as it can hear you, the creature has disadvantage on the next attack roll it makes before the end of its next turn and takes psychic damage equal to 1d4 + your rage damage bonus. The spirit of the kookaburra allows you to inspire the ire of your foes.