Mythical Warrior
While some barbarians connect to animal spirits and choose them as their totems, some prefer their guides to be legendary warriors of ages past. Those barbarians follow the path of the Mythic Warrior, aspiring to match powers that can be found only in myths.
Totem Myth
At 3rd level when you adopt this path, you choose a myth and gain its feature.
Achilles. The myth of the immortal warrior Achilles inspires you to withstand any blow. At the start of each of your turns while raging, you gain temporary hit points equal to your Constitution modifier. These hit points last until your rage ends.
Alexander. You aspire to match the victories of Alexander, the great warlord. Whenever you reduce a creature to 0 hit points or score a critical hit, you and friendly creatures within 30 feet of you regain a number of hit points equal to 1d6 + your proficiency bonus.
Atlas. The titan bearing the heavens influences you. Whenever you enter a rage, you can become Large in size. If you do so, your fists become natural weapons with which you are proficient and they deal bludgeoning damage equal to 1d10 + your Strength modifier, or 2d8 + your Strength modifier if you are not wielding other weapons or a shield.
Aspect of Legend
At 6th level, you gain a magical benefit based on the myth of your choice. You can choose the same myth you selected at 3rd level or a different one.
Achilles. Born of a goddess of the sea, Achilles was capable in water and his spirit offers you these capabilities as well. You have a swimming speed equal to your walking speed and you can hold your breath for up to 15 minutes at a time.
Alexander. Whatever can't be solved can be destroyed. You have advantage on any Strength or Strength (Athletics) check to break a door, force open a chest, or cut a knot. Additionally, you can either become proficient with one vehicle of your choice, or become proficient in Animal Handling.
Atlas. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you can grapple or shove any creature that is up to 2 size categories larger than you and your attacks with your fists count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Mythical Guidance
At 10th level, you can cast the commune spell, but only as a ritual and without requiring material components. When you do so, you contact the spirit of one of the warriors you chose for Totem Myth or Aspect of Legend and it serves as a divine proxy to an ancient god.
Mythical Attunement
At 14th level, you gain a magical benefit based on the myth of your choice. You can choose the same myth you selected previously or a different one.
Achilles. As a reaction when a creature reduces a friendly creature to 0 hit points, you can move up to your speed towards it and attempt to make a melee weapon attack against it. As part of the same reaction, you can also enter a rage, provided you were not already raging.
Alexander. While raging, your attacks score a critical hit on a roll of 19-20.
Atlas. While raging, you can cast the earth tremor spell at 1st level as a bonus action, without requiring verbal or somatic components and without expending a spell slot.
Totem Warrior Variant
This subclass is a variant of the Totem Warrior primal path, for the barbarian that is lead by spirits of past warriors.