Path of the Cornered Prey

Most barbarians only channel their burning rage, but others have learned to harness another powerful, primal emotion—fear. Other warriors may taunt them as cowards, but these barbarians know the power of fear, and how it makes them fast, agile, alert. They are survivors who do whatever it takes to make it out of trouble alive, whether that means beating their foes into a pulp or fleeing to live another day.

Fright

Beginning at 3rd level, instead of entering a rage, you can spend one use of your rage to enter into a fright as a bonus action. While in a fright and not wearing heavy armor, you are frightened by all conscious hostile creatures you can see, and you gain the following benefits:

You may choose to willingly move closer to a source of your fear. However, you may not willingly end your turn within 5 feet of a source of your fear.

You do not have disadvantage on ability checks from being frightened, but you still have disadvantage on attack rolls and on ability checks that involve interacting with a source of fear (such as grappling them or attempting to intimidate them).

You may use the Dodge, Disengage, or Dash action as a bonus action on your turn.

You have advantage on Dexterity checks and Dexterity saving throws.

Your speed increases by 10 feet.

If you are able to cast spells, you can't cast them or concentrate on them while in a fright.

Your fright lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and there is no source of fear within your line of sight. You can also end your fright on your turn as a bonus action.

If you are frightened by some other means, you gain the benefits of being in a fright until you are no longer frightened. You cannot end a frightened condition that you got from another source like you would end a fright. This does not count as a fright for the purposes of any other Barbarian ability.

Starting at 11th level, your Relentless Rage feature also works with fright.

Starting at 15th level, your fright ends only if you fall unconscious or choose to end it.

Clamber to Safety

Starting at 6th level, you are an expert at climbing and leaping to escape danger. You become proficient in both the Athletics and Acrobatics skills, if you are not already. When you make an Athletics or Acrobatics check, you may choose whether it is a Strength or Dexterity check.

Also, while you are in a fright, your jumping distance is doubled.

Panicked Escape

Starting at 10th level, while you are in a fright, you may use two of the following actions as a bonus action in one turn: Dash, Disengage, or Dodge. You may use this ability once per fright.

Fight and Flight

Starting at 14th level, you have mastered both halves of survival and have become able to merge them. You may spend 2 uses of rage to go into a rage and a fright at the same time, gaining the benefits of both. If either the rage or the fright is ended, the other is ended also.

In addition, as a bonus action, you may turn your fright into a rage or vice versa. If you do this, the amount of time you spent in your old rage or fright is subtracted from the duration of the new rage or fright. Once you do this, you cannot do it again until you finish a long rest.