At 6th Level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level, or a different one.
Wolf:
You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (See chapter 8, Adventuring, for rules on travel pace).
At 6th Level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level, or a different one.
Eagle:
You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
At 6th Level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level, or a different one.
Bear:
You gain the might of the Bear. your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
At 3rd level, you choose a totem Spirit and gain its feature. You must make or acquire a physical totem object--an amulet or similar adornment that incorporates fur or feathers, claws, teeth, or bones of the totem animal.
Wolf:
While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters
At 3rd level, you choose a totem Spirit and gain its feature. You must make or acquire a physical totem object--an amulet or similar adornment that incorporates fur or feathers, claws, teeth, or bones of the totem animal.
Bear:
While raging you have resistance to all damage except psychic damage. The Spirit of the Bear makes you tough enough to stand up to any punishment.
At 3rd level, you choose a totem Spirit and gain its feature. You must make or acquire a physical totem object--an amulet or similar adornment that incorporates fur or feathers, claws, teeth, or bones of the totem animal.
Eagle:
While you are raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. (as described in appendix A).
Beginning at 5th Level, you can attack twice, instead of once, whenever you take the attack action on your turn.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
-You have advantage on strength checks and strength saving throws.
-When you make a melee weapon attack using strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
-You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
(N/A) Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using strength during this turn, but attack rolls against you have advantage until your next turn.
(N/A) At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you can't be blinded, deafened or incapacitated.