Original Source: Sword Coast Adventurer's Guide
Battlerager Armor
3rd-level Path of the Battlerager feature
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.
While you are wearing spiked armor and are raging, you can use a Bonus Action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target takes piercing damage equal to your proficiency bonus if your grapple succeeds.
Fighting Style
3rd-level Path of the Battlerager feature
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC, and your speed is not reduced by wearing heavy armor.
Free-Hand Fighting. When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand.
Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed. For each of these speeds you already have, your walking speed increases by 5 feet instead.
Opportunist. You have advantage on opportunity attacks.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. If the damage die of your unarmed strikes is already a d6 or higher, reduce the number required to flourish with unarmed strikes by 1. Additionally, once on your turn when you hit a creature with an unarmed strike, you can deal damage to the creature and also grapple or shove them.
Vigorous Fighting. When you spend hit die to recover focus, you recover an additional 1 focus for each hit die spent.
Reckless Abandon
6th-level Path of the Battlerager feature
As in Sword Coast Adventurer's Guide
Battlerager Charge
10th-level Path of the Battlerager feature
As in Sword Coast Adventurer's Guide
Spiked Retribution
14th-level Path of the Battlerager feature
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to your proficiency bonus if you are raging, aren't Incapacitated, and are wearing spiked armor.