Dungeons & Dragons 5e
Path of the Ancestral Guardian
(Xanathar’s Guide to Everything p.9) Path of the Ancestral Guardian barbarians draw power from the spirits of the tribe’s former guardians, helping them to fight better to protect those in need. The first creature which they hit with an attack on a turn has disadvantage on attacks against anyone except the barbarian, and any other creature hit by them gets resistance to their damage for that turn & the creature striking them is also damaged in the process. This helps keep the enemy focused on the barbarian and off the squishier members of the party. The barbarians can also use their reactions to reduce the damage taken by others, and they can have their ancestors cast augury or clairvoyance for them.
Path of the Battlerager
(Sword Coast Adventurer’s Guide p.121) Path of the Battlerager barbarians are dwarves which follow the gods of war and wear spiked armor which they use to strike their enemies. In addition, they use a bonus action to attack with their spiked armor, they gain temporary hit points when using reckless attacks, they can dash as a bonus action while raging, and attackers take damage when attacking these barbarians from within 5 feet due to the armor.
Path of the Beast
(Tasha’s Cauldron of Everything p.24) Path of the Beast barbarians have the ability to unleash the animal within when they rage; they change into animals in certain aspects while raging, doing much more damage while unarmed. Well, not really unarmed- now they have the natural weapons of some type of a beast.
Path of the Berserker
(Player’s Handbook p.49) Path of the Berserker barbarians have turned rage into an art form. They can take an extra attack as a bonus action during their rages and they can’t be charmed or frightened while raging. They are also frightening to others and when attacked they can use their reactions to attack that creature back. So much anger, so much violence.
Path of the Giant
(Bigby Presents Glory of the Giants p.11) Path of the Giant barbarians do everything big. They learn the Giant language, get much bigger and stronger while raging, are really good at throwing big things while raging, and can add elemental damage to their weapons, which also become thrown weapons. They pretty much become smaller (but still bigger than most humanoids) versions of giants in many ways.
Path of the Juggernaut
(This is an unofficial Dungeons & Dragons 5th edition subclass from the Tal’Dorei Campaign Setting p.102) Path of the Juggernaut barbarians are known for breaking through shields and towers to get done what they need done. They are good at pushing foes back and moving into their spots, they can’t be knocked prone, they deal extra damage to objects, structures, and constructs, they can make extra attacks as a bonus action if it’s against a different foe, and while they are raging they can’t have their speed reduced and are immune to being frightened, paralyzed, or stunned.
Path of the Storm Herald
(Xanathar’s Guide to Everything p.10) Path of the Storm Herald barbarians draw their rage from the fury of nature and they produce a magical fury which aids them in their rages. These barbarians produce an aura, either desert, sea, or tundra, which activates when they rage and either damages enemies or aids friends within the aura. In addition, they gain resistance to either fire, lightning, or cold damage, depending upon the type of aura which they have chosen, and gain an additional cool feature to match the resistance.
Path of the Totem Warrior
(Player’s Handbook p.50) Path of the Totem Warrior barbarians have an animal spirit guide which drives their rages and gives them special powers. These barbarians can cast beast sense, speak with animals, & commune with nature, and they get to choose between a large, fine selection of options for special abilities in and out of combat which deal extra damage, protect them from damage, help their friends, and give them the abilities of different animals.
Path of Wild Magic
(Tasha’s Cauldron of Everything p.25) Path of Wild Magic barbarians have some innate magic flowing through them, but it’s not well controlled; bursts of wild magic surge through you, producing unreliable but fantastic results. These barbarians can sense magic and what type it is, and can use wild magic to aid their friends as well as themselves, as well as triggering wild magic surges while in battle. This is the barbarian version of the wild magic sorcerer, and if you liked that, you will probably like this as well.
Path of the Zealot
(Xanathar’s Guide to Everything p.11) Path of the Zealot barbarians bring forth divine fury when they rage. Their first hit of each turn does extra damage, if the barbarian needs to be raised from the dead there are no material components required to do so, their saving throws can be rerolled while raging, they can make a battle cry which gives advantage to their comrades’ attack rolls and saving throws, and they can continue to fight after being knocked down to 0 hit points or even after failing three death saves. They are like the chickens who keep moving even though they are dead. Creepy tough warriors.