Path of the Doom-Seeker

My honour is my life, and without it I am nothing.

I shall seek redemption in the eyes of my ancestors.

I shall become as death to my enemies.

Until I face they that take my life, and with it my shame.

–Ancient and long-forgotten dwarfen oath

Barbarians lay about themselves on the battlefield in a mad frenzy, dismissing mortal blows and shattering shields.

Some embody the ferocity of primal totems, or endure a mad curse passed through their bloodline, or reach a hypnotic martial fury with warchants and toxins.

Others are simply… broken.

These wandering warriors have lost part of themselves; a home, a family, a name. Unable to ever mend their wounds, they walk a path of self-destruction, strewn with bloody rivers of collateral damage.

Their dreams are haunted by the wails of those they failed, and though they may seem normal, even jovial, when the rage comes upon them it does so as the foam atop a tidal wave of grief, crashing down on their enemies with the weeping, snarling force of a warrior bereaved.

Some who walk the path of the doom-seeker die heroes, renowned for bravery by a history that failed to recognize the true nature of their reckless daring. Others are less feted in their falling, remembered as honourless maniacs.

It matters little. In death, they found the peace they sought.

Foe-Finder

When you join this Path at 3rd level, you develop a morbid homing instinct. While in combat, the DM must inform you which enemy you can see has the highest challenge rating.

Death-Darer

Also at 3rd level, you can use a bonus action to challenge a creature within 30 feet, forcing it to make a Wisdom saving throw at a DC equal to 8 + your proficiency bonus + your Strength modifier.

If the creature fails, it cannot willingly move away from you. It also has disadvantage on any attack rolls made against creatures other than you. This lasts until the end of its next turn, though it ends early if you willingly move away from the target or attack a different creature.

The target suffers disadvantage on their save against this feature if they have the highest challenge rating out of all the enemies that you can see. You may use this feature as part of the same bonus action you use to begin your rage.

Woe-Striker

At 6th level, you can drive muscles past their limits as you hack at hallucinations of all you've lost. While raging, you can make a number of additional attacks equal to your rage damage bonus whenever you take an Attack action.

After you use this feature, you are paralyzed until the end of your next turn. You cannot do so again until you complete a long rest.

Credit: Jordan Allen

Fate-Knower

At 10th level you fully devote yourself to your doom, and can no longer be frightened. You also ignore effects that would force you to flee from an enemy, such as a command.

Star-Chaser

Beginning at 14th level, you are frustrated into further glory by unworthy foes. Whenever you damage a creature with a melee attack, you immediately gain temporary hit points equal to its challenge rating or your character level, whichever is lower.

Alternatively, you may regain hit points equal to twice the creature's challenge rating. You must complete a long rest before you use this secondary function again.

As a final benefit, you no longer age, and cannot be aged magically. Your death must come as glorious redemption.