Rage is what sets a berserker apart from your common warrior, that burning furnace that propels a berserker forward always into battle. For some it is raw anger, but others is can be regret or sorrow, while for some it is the culmination of their ancestors power and hatred against the world.
Anger is a large part of what makes a berserker unique, but for the path of the fury, it is all consuming. You let the rage overtake you in a way that strengthens you beyond your means, and you mind enters a place of where normal thoughts cease.
Starting at 3rd level, when you are struck with a melee weapon in combat while you are raging, you can immediately spend 1 Action Point as part of your reaction to deal your rage as damage to the attacker.
Beginning at 6th level, you are immune to charm and fear statuses while raging. If you are subject to these statuses when you enter your rage, the effect is suspended for the duration of the rage.
Beginning at 10th level, your devastating blows terrorize your enemies. You may spend 1 Rage as part of a melee attack to terrorize your opponent making them Frightened of you. That creature makes Mental defense roll at the start of its next turn (8 + your Strength + your Rage) to end the effect. The Frightened effect also ends if the creature ends its turn out of the line of sight or more than 90 feet away from you. If the creature ends the effect by succeeding on its defense roll, it cannot be affected by this feature again for 24 hours.
Starting at 14th level, when you take damage from a creature within range of a melee weapon you are wielding, you may spend 2 AP and 1 Rage to make a single attack against that creature. When you attack this way you may add the extra damage from your Rampage feature without spend extra Rage.
The Path of the Totem Warrior is a spiritual journey, as the berserker accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your Rage.
Most tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
At 3rd level, when you adopt this path, 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. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem 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. While raging, you have resistance to all physical damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on counterattack rolls against you, and you can use the Dash action once without spending extra Action Points. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Elk. While you're raging and aren't wearing heavy armor, your movement increases by 3. The spirit of the elk makes you extraordinarily swift.
Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. Additionally, if you move at least 2 or make a long jump before taking an attack, you can for the target to make a Body defense roll (target = 8 + your Strength + your Rage) or be knocked Prone. The spirit of the tiger empowers your leaps.
Wolf. While you're raging, your allies 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 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 a bear. You can spend 1 Rage to double the damage from your Strength
Eagle. You gain the eyesight of an eagle. You have advantage on all ranged attacks with thrown weapons.
Elk. The elk spirit helps you roam far and fast. While moving, you have additional armor equal to your Rage.
Tiger. The cat spirit hones your survival instincts. When you make an attack, you may spend 1 Rage to reroll the dice, taking the new result.
Wolf. You gain the hunting sensibilities of a wolf. You have blindsight to a range of 10 feet.
At 10th level, you can spend 3 AP and 1 Rage to bring forth your spirit companion. This companion is incorporeal, and cannot be normally be targeted by spells and abilities. It can move for 2 AP and counts as an ally for relevant features and abilities. If a spell or effect would negatively target you, you can spend 1 Rage to send it to your Spirt Companion instead, banishing your companion back to the spirit world. You must take a long or short rest before using this ability again.
At 14th level, 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.
Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
Eagle. While raging, you have a flying speed equal to your movement. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Elk. While raging, you can spend 1 Rage during your move action to pass through the space of a Large or smaller creature. That creature must succeed on a Body defense roll (Target 8 + your Strength + your Rage) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength.
Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can spend 3 AP to make an additional melee weapon attack against it.
Wolf. While you're raging, you can spend 1 Rage on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
The Path of the Ravager is about turning your rage from a burning fire, into a single point. While all the wild ferocity is still there, the ravager can focus for a brief instant and transfer all that rage into a weapon at range.
Starting when you choose this path at 3rd level, whenever you make a ranged attack with a Ranged or Thrown weapon, you can spend 1 rage to add your Strength to the attack roll.
At 6th level, you can throw aside all concern for defense to attack without concern of retaliation. When you make an attack on your turn, you can decide to attack recklessly. Doing so gives you have disadvantage on ranged weapon attack roll until your next turn, but you are able to add your rage to the attack plus your Strength to your damage rolls. Additionally all attack rolls against you have advantage until your next turn.
At 10th level, when you attack with Reckless Aim, you also reduce the Action Point cost of the attacks by 1 until the end of your next turn.
At 14th level, You can spend 1 rage to reduce the effectiveness of your enemies defenses against your ranged attacks. For the next attack you make, any immunities to your weapon a creature has is instead only a resistance, any resistance is instead treated as not having resistance, otherwise the creature has vunerability to your attack.