At 9th barbarian level, choose one weapon group you are proficient with and make it your weapons of war group. You benefit in the following ways while wielding them, and in relation to them:
Extra attack while wielding chosen weapon.
+1 to maeuver DCs and attack rolls while wielding chosen weapon.
Chosen weapon always have the following properties and maneuvers:
Duel strike (Can attack as a bonus action so long as you have not moved since the start of your turn.)
Crush (as bonus action, replace an attack with a dexterity save or block check to see if it lands immediately.)
Take-down (target is prone on unblocked crit)
At 9th barbarian level, you gain a +5 bonus on intimidation checks vs creatures that are your enemies.
At 10th barbarian level, choose 2 upgrades from the list below:
Cruelty - your contender bonus is increased by 1 and applies to creatures who are subordinate to you.
Battle hardened - Your number of battle dice is increased by 2. Gain 2 extra barbarian traits (barbarian 2) upgrades.
Beast king - You gain a +3 bonus to all handle animal checks. Your contender bonus applies to beasts and animals. Your hand weapon, bite, unarmed, claw, horn, and tail based attacks deal an extra 1d10 damage. You gain 100 ft of darkvision. You gain 20 ft of echosight.
Beligerent combat - Every time you land a hit on a creature with a melee attack, you may force them to make a strength or dexterity save as a free action, being moved 5ft away from you on a failure. DC is equal to 12 + your strength bonus + prof bonus. Your other weapon maneuver DCs are incerased by 1. +1 strength.
Blood oath of battle - You lose 1 death save slot. Your max HP is increased by 12. You gain an extra rest dice. You can ignore up to 1 point of fatigue damage per rest.
Booming command - when you successfully intimidate a creature, you can force them to immediately make a command that is not self-hurtful or harms their loved ones (subject to GM.) Creatures that are shaken or feared by you have their duration increased by 2 units (rounds, minutes, hours)
Fiendish bargaining - You may spend a rest dice or 2 other class resources (battle dice, alchemy points, bardic inspiration dice) during a rest to attain an occult spell(max lvl equal to your character (max level of (character level - 1) / 2, rounded up), which uses your constitution or strength as the casting attribute. Only one such spell can be known at a time. Casting it requires a number of rest dice equal or class resource dice equal to its level, or you must take 1d6 necrotic damage per level of the spell. You can only do so up to as many times as your wisdom mod (min 1) per long rest.
Heretic lord - You lose 2 max HP to gain the knowledge of the runes of a forbidden primordial flame of chaos. During a rest you can spend 3 rest dice to apply the rune to a weapon of war. One who wields them and has knowledge of primordial chaos fire(such as yourself, subject to gm) has them deal an extra 2d8 fire damage. You can spend a battle dice or rest dice to deal double its value as radiant damage to the target. This must be done before the attack roll is made. Gain a +3 bonus to religion checks.
Iron lord - Upgrade proficiency with armor from light > medium > heavy. If already proficient with heavy armor, gain +1 block at the start of combat. You ignore 1 bulk. Gain proficiency with all shields.
Mad battle - Choose one maneuver: wild strikes, ram, chop, overpower 1d10. Your weapon of war weapons are treated as having this maneuver so long as you wield them while raging. You can apply one maneuver as a free action with your weapon of war weapons while raging, instead of a bonus action.
Raging howl - When you enter rage, you may perform a great scream by spending 1 rest dice. Doing so forces all enemies(and allies who are not aware of you or your behavior) within 50ft to make a wisdom save. The DC is DC 12 + your constitution bonus + proficiency bonu. On a failure, they are shaken for 1d6 rounds, and on a critical failure they are stunned for 1d3 rounds and take 2d6 sonic damage. This is a fear effect. Gain a +1 bonus to constitution.
Reaper of war - All reach weapons of war you wield have reap. You can modify your weapon of war weapons to have an reach, or to extend their reach by 1 category. You have a +4 bonus to death saves and 1 extra death save slot.
Reaver king - You can modify a weapon of war weapon during a rest by spending 1 rest dice to grant it the following properties: rend, serrated 1d4, rip. It retains these properties but has a -1 penalty to attacks and damage while not wielded by you or another with it as part of their weapon of war group. Roll a 1d3=1 chance dice when bleed is applied to you, negating it on a success.
Smoking Tark - You can load 3 bolts into a single shot crossbow and overdraw it for a shot as a bonus action. Doing so will fire 3 bolts at once with a -1 penalty, and requires 18 strength to wield and aim. You gain 5 AP(alchemy points) every rest(separate of other sources) which are restored every rest. You can spend 1 ap to create or modify a bolt to deal 1d10 extra fire, cold, or acid damage. You gain a +1 bonus to checks made to explode, ignite, detonate, or incinerate targets.
Ultimate vigilance - You gain a +2 bonus to investigation, insight, perception, and handle animal checks. You gain a +3 bonus to initiative checks. You gain a +2 bonus to saves vs spells, but must make saves even vs friendly spells unless standing absolutely still for a full round.
At 11th barbarian level, gain an extra warlord traits upgrade.
At 11th barbarian level, when a worthy enemy(subject to GM.) or a true ally dies by your side(within 30ft) you restore either 1 rest dice, 1 battle dice, or 1 point of fatigue.
At 11th barbarian level, you may annoint a weapon from your weapon of war group with the blood of three true enemies(Subject to GM,) either through combat or by spending 3 rest dice during a rest if in possession of their blood.
When doing so, choose a damage type: lightning, necrotic, fire, cold, or force. The annointed weapon becomes permanently enchanted to deal 1d8 extra damage of the chosen type.
You gain a +1 bonus to all d20 rolls while wielding the enchanted weapon. This increases to +2 at lvl 12.
At 12th barbarian level, gain an extra warlord traits upgrade.
At 12th barbarian level, when you are the one to start combat, you gain an extra turn immediately at the start of combat.