Path of the Impetuous Passion

Barbarians come from places that are as wide and varied as the forms of their Rage, but truly unleashing it all in combat, letting all loose to ravage the battlefield, that takes passion like no other. The fury of their battle cries are mountain sundering, a powerful rage that transforms their, at the brink of boiling, blood into external heat onto their own fists, drastically increasing speed and the power of their unarmed attacks.

Furious Strikes

Starting at 3rd level, when you rage you put away your weapons by either throwing them at the ground or sheathing them as you can't resist the urge to take matters into own hands, attacking with your bare fists and dealing massive damage to enemies. When you make an unarmed strike while raging, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.

This damage die increases to a 1d6 at 9th level, to a 1d8 at 16th level and to a 1d10 at 20th level.

In Addition, when you use the Attack action to make an unarmed strike while raging, you can make another unarmed strike as a bonus action. At 9th level you can make a second unarmed strike as a bonus action.

Seething Fury

Starting at 6th level, when you enter your rage, your fists appear to be on fire like heat, your muscles and veins are much more prominent, and your eyes emit a yellowish glow. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Also cold climates do not affect you while raging.

In Addition, Once per turn when you use the Attack action with an unarmed strike while raging, you also gain temporary hit points equal to the damage dealt. They vanish when your rage ends.

Temporary Hit Points As per normal healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones.

Raging Smash

Starting at 10th level, while raging as an action you can hit creatures with a ground smashing attack making a 30-foot-cone dealing damage in a direction you choose. When you do so, a creature is forced to make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failure, the targets take damage equal to your unarmed attack and are knocked prone, or on a success the targets take half as much damage but are not knocked prone.

You can't use this feature again until you finish a short or long rest.

Haymaker

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction attempt to grapple the creature.

In addition as an action on your turn you can make an unarmed attack against a creature and if it is no larger than 1 size larger than you, you can fling it from the ground and impact on a point up to a range of 40 feet from you dealing massive damage. The creature must succeed on a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier, or be launched, creatures grappled make this saving throw with disadvantage. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw.

The creature launched and the creatures that failed the Dexterity saving throw take 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

These damage die increases to a d8 at 16th level and to a d10 at 20th level and you can't use this action again until you finish a long rest.