Spirit Seeker
3rd-level Wild Heart feature
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals. Wisdom is your spellcasting ability for them.
Rage of the Wilds
3rd-level Wild Heart feature
Your Rage taps into the primal power of animals. You gain one of the following options of your choice. Whenever you gain a Barbarian level, you can change your choice.
Your spiritual animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. When you activate your Rage, choose two damage types, other than force or psychic. You have Resistance to the chosen types until the Rage ends.
Eagle. When you activate your Rage and as a Bonus Action while its active you can take both the Dash and Disengage action. Additionally, other creatures have disadvantage on ranged and opportunity attack rolls against you.
Elk. While you are Raging, you add your Constitution modifier to your Initiative, and you gain an additional reaction on your turn.
Tortoise. While you are raging, you gain a bonus to your armor class equal to your Rage damage bonus.
Wolf. While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours within 10 feet of you.
Aspect of the Wilds
6th-level Wild Heart feature
You gain one of the following options of your choice. Whenever you gain a Barbarian levle, you can change your choice.
Crane. You gain proficiency in the Acrobatics or Nature skill. If you already have proficiency in the skill, you gain Expertise in it instead. Additionally, whether mounted or on foot, your travel pace is doubled, as is the travel pace of a number of companions equal to your Barbarian level while they're within 60 feet of you and you're not incapacitated.
Elephant. You gain proficiency in the Athletics or Insight skill. If you already have proficiency in the skill, you gain Expertise in it instead. Additionally, you count as one size larger when grappling or determining your carrying capacity and the weight you can push, drag, or lift.
Fox. You gain proficiency in the Deception or Intimidation skill. If you already have proficiency in the skill, you gain Expertise in it instead. Additionally, you gain proficiency in one language or roguish tool of your choice, and you may choose to use your Constitution instead of Intelligence for the purpose of the Training downtime to learn languages or roguish tools.
Owl. You gain proficiency in the Investigation or Perception skill. If you already have proficiency in the skill, you gain Expertise in it instead. Additionally, you are able to discern even fine details as though looking at something no more than 100 feet away from you, and you gain darkvision to a range of 60 feet. If you already have darkvision, its range extends by 30 feet.
Spider. You gain proficiency in the Stealth or Survival skill. If you already have proficiency in the skill, you gain Expertise in it instead. Additionally, you can move stealthily while traveling at normal pace, as can a number of companions equal to your Barbarian level while they're within 60 feet of you and you're not incapacitated.
Nature Speaker
10th-level Wild Heart feature
You can cast the Commune with Nature spell, but only as a ritual. Wisdom is your spellcasting ability for it.
Power of the Wilds
14th-level Wild Heart feature
You gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Falcon. While your Rage is active, you have a Fly Speed equal to your speed.
Lion. While you're raging, any creature within a number of feet equal to your Constitution score (rounded up to the nearest increment of 5) of you that's hostile to you is threatened by you.
Moose. While your Rage is active, when you hit a creature you can grapple with a melee attack, it must succeed on a Strength saving throw (DC equal to 8 + your Proficiency bonus + your Strength modifier). On a failure, you can move the creature 5 feet in any horizontal direction, plus 5 more feet for every increment of 5 they failed by.
Ram. While your Rage is active, when you hit a creature you can grapple with a melee attack, it must succeed on a Strength saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or be knocked prone.
Tiger. While raging, you can make a single melee weapon attack against a prone creature, as a bonus action on each of your turns. You can make this attack against a creature that isn't prone if you move at least 20 feet in a straight line towards them first.