At 5th barbarian level while raging you can spend 1 turn of ongoing rage or 1 battle dice to gain temporary health equal to your battle dice roll.
While below half hp, your attacks gain a +1 bonus to hit, damage, and block dc.
At 5th barbarian level choose one of the upgrades below:
Ringed sabers - Gain proficiency with the heavy blades, axes, and medium blades martial weapon groups, or gain a +1 bonus to damage with them if already proficient. Gain a +4 bonus to all weapon based contested checks, and a +3 bonus to all other contested checks.
Red hooks - The rend, chop, hook, and expose properties of weapons you wield deal 1d4 extra damage on a successful maneuver. You can modify a weapon during a long rest to give it 5 feet of reach. To other creatures, this incurs disadvantage on attacks. Gain a +2 bonus to checks made to commune with primal, dark, or cosmic forces (Subject to GM.)
Rune-skins - You can spend a battle dice to gain a 1d4 bonus to a mental save. Gain proficiency with arcana. If already proficient, gain expertise. If already expert, learn an arcana cantrip with somatic components. You use strength as the casting attribute.
Fire-branded - Reduce maximum HP by 3. You gain fire and cold resistance while raging. Increase all fire damage you deal by 2. Gain a +1 bonus to religion checks.
Mana-burned - Reduce maximum HP by 3. You gain psychic and lightning resistance while raging. Your rest dice maximum is increased by 1. -1 to arcana checks.
Adder's child - Gain immunity to poison damage. You gain a +2 bonus to persuasion and stealth checks.
Iron-born - You gain 1 block at the start of combat while wearing medium or heavier armor.
Lost clan - Gain proficiency with heavy shields and two weapon groups of choice. You deal 2 extra damage with your attacks while raging.
Outcast - Gain proficiency with survival. Gain 1 extra battle dice. Gain proficiency with a weapon group of choice.
At 6th barbarian level, you can spend 1 turn of rage to do any of the following:
Cause your next attack this turn to deal additional damage equal to your battle dice roll + your current number of unspent rest dice.
Make a shove maneuver on all enemies within 5 feet as an action.
Gain a 1d6 bonus to a block check. This increases to 1d8 at 8th level.
At 7th barbarian level, while resting you can spend 1 rest dice or 1 battle dice to mark yourself or a willing ally with the runes of battle, granting the following effects:
gain 1 temporary block that lasts until next rest
gain 2 temporary battle dice, which can be used in any way that the barbarian bestowing the runes can use them
remake a save against any ongoing adverse effect, such as poison, disease, or curse.
At 8th barbarian level, choose one ability:
Mark of the snake - You can spend battle dice to gain them as a bonus to hit, instead of damage.
Mark of the owl - You can spend battle dice to gain them as a bonus to a mental save.
Mark of the badger - You can spend battle dice to gain them as a bonus to a physical save.
Mark of the cat - You can spend 1 battle dice to gain an extra move or bonus action.
Mark of the wolf - You can spend 1 battle dice to gain it as a bonus to a tracking or perception check.
Mark of the raven - You can spend 1 battle dice to gain a bonus to deception and stealth checks.
Mark of the bear - When spending battle dice to deal additional damage, you may spend a rest dice to add it as well.