Path of the Foe Slayer
Barbarian who walk the path of the Foe-Slayers wade into the very thick of battle, heedless of their enemies’ paltry blows. Such Barbarian are near unstoppable, their rage enhancing their might to a point where they can slay lesser warriors with nothing more than a blow of their fist.
Source: Adventures in Middel Earth
Armoured Fury
Starting when you choose this path at 3rd level, you gain the full benefits of your Rage while wearing heavy armour. In addition, if you do not already have it, you also acquire the heavy armour proficiency.
Hooped and Hasped
Beginning at the 6th level, your armour no longer impedes you in any way. You add your full Dexterity modifier as a bonus to your Armour Class, regardless of the type of armour you are wearing. You are no longer subject to stealth disadvantage when wearing medium or heavy armour.
Hand of the Slayer
Beginning at 10th level, your rage courses through your limbs. At all times, your hands now count as martial melee weapons. When you are in a Rage, your unarmed attacks do a base 1d4 bludgeoning damage and score a critical hit on a roll of 19-20.
If you are fighting with a melee weapon other than your hands, then you immediately get a bonus unarmed attack if you miss with your regular attack. You may only make one bonus attack per round.
Splintered Spears & Shattered Shields
Starting at 14th level, you may choose to channel all of your fury into a single, devastating, blow. You can choose one of the following options:
- Automatically score a critical hit in melee combat with any melee weapon other than your fist. After determining damage, your weapon is utterly broken in the attack and cannot be used again. (Some ancient, often magical, arms cannot be broken, but can be damaged enough to require repair after being used in this fashion). Creatures immune to critical hits still take the full damage from this attack.
- Automatically destroy an opponent’s shield in place of an attack, splitting it asunder, or crumpling it under a heavy blow. Some shields, forged with magic, cannot be broken this way, in which case the opponent suffers damage as if they had been successfully struck. Once you have used this ability, you cannot use it again until you have had a long rest.