Primal Path: Path of the Lunacy and Righteousness

The most ruthless of barbarians tend to go all out and derive both power and a sick sense of pleasure from eviscerating their foes solely with their own hands. The lunatics who rule barbaric tribes are generally feared due to their eccentric ways and brutish laws.

Path of the Lunatic

The truly mad barbarians may have been born into just the right place to be serial killers. They may have also had something snap in their heads at a young age to cause such pleasures from violence. Generally a lunatic barbarian will feel calm and sharp in battle. Every part of their senses heighten to some extent.

Battle Trance

Starting when you choose this path at 3rd level, you can go into a trance when you rage. If you do so, for the duration of your rage your unarmed damage die is increased to 1d4. If it is already 1d4, then increase it to 1d6. This ability can also work with any weapon that has both the finesse and light quality.

Additionally, you may choose to apply all Strength bonuses gained from rage to Dexterity instead. If you do this, your unarmed strikes are treated as "light" and "finesse" weapons for the sake of damage calculation and two-weapon fighting.

Bloodlust

Beginning at 6th level, when an enemy within 60 feet is bleeding you crave to finish them off. You may, as a reaction, move within 5 feet of the enemy and make an attack as though you are raging. If the attack connects you start raging if you are not. This counts toward your rage limit per day, but the time spend raging does not start counting down until it is your turn. You may use this ability only once per long rest.

Frightening Demeanor

Beginning at 10th level, your very appearance chills those around you to the bone. You may now add your Rage damage to your Intimidation checks in addition to your Charisma and proficiency bonus. When you make an intimidation check against a non-hostile creature, they must succeed a Wisdom save against your intimidation ability check (minimum DC of 8 + proficiency bonus + dexterity modifier). If they fail they either comply with your commands completely, soil their pants, or faint for 1d4 minutes. If a creature is hostile toward you or in combat with you then these actions have a high probabiliy of failing (this is to your DMs descretion).

If a creature succeeds this saving throw you cannot use this feature on that creature again for 24 hours.

Carnival of Corpses

At 14th level, when you kill an enemy, your Bloodlust refreshes. This can happen a number of times equal to your Dexterity modifier.

Additionally, if you are raging and use Bloodlust, the amount of time you may spend in your current rage is extended by 1 minute.

Path of the Righteous

Some barbarians feel an immense amount of pride and love toward their tribe. They do not see the acts they commit against others as that of brutish war or just some silly feud. They see their strength and fighting as a way to defend and protect those they love.

Deep Connection

Starting when you choose this path at 3rd level, you channel your love for your tribe when you rage. While raging, you give off heat and wind within a 5 foot area. Those who attempt to come within that range or leave that range must treat it as difficult terrain.

Additionally, if an enemy ends its turn within that area, it must succeed a DC 13 Dexterity Save or take 1 point of Fire damage.

Defender of the Land

Beginning at 6th level, when an enemy you can see makes an attack on an ally, you may move up to 60 feet to intercept the attack. You must be within 5 feet of both the ally and enemy, if you are not then you cannot intercept the attack. When intercepting, you gain +2 AC and the enemy must re-roll its attack against your AC. You may use this ability once per long rest.

Champion of the Tribe

Beginning at 10th level, you are well known not only by your own tribe, but others as well. It is easy for you to get information from any non-hostile character and the DC for any Charisma-based ability check relating to interactions with these characters is treated as being 5 lower than normal.

Additionally, any hostile enemy knows you will protect and uphold justice, so the DC for charisma-based ability checks with these characters is increased by 5.

Leader of the Chosen

Starting at 14th level, you are a natural leader. While raging, your allies all gain advantage on attack rolls if they are within 30 feet.