TEXT:  
  Primal Paths 
  Rage burns in every barbarian’s heart, a furnace that drives 
  him or her toward greatness. Different barbarians attribute 
  their rage to different sources, however. For some, it is an 
  internal reservoir where pain, grief, and anger are forged 
  into a fury hard as steel. Others see it as a spiritual blessing, 
  a gift of a totem animal. 
  Path of the Mountain Man 
  You are a frontierman, hardened by your choice to live far 
  beyond the outskirts of civilization in the rough wilderness. 
  Though you rarely enjoy human contact, you are a skilled 
  hunter and survivalist, and prefer to work and live alone. 
  Bonus Proficiencies 
  When you select this path at 3rd level, you become 
  proficient in the hunting rifle. 
  Liquid Courage 
  At 3rd level, as a bonus action while raging, you can take a 
  swig of moonshine to bolster your courage and toughness. 
  Until the beginning of your next turn, you have advantage 
  on Charisma, Intelligence, and Wisdom saving throws, and 
  gain a number of temporary hit points equal to your level. 
  After using this ability, you cannot do so again until after 
  ending your rage. 
  Able Hunter 
  At 6th level, you are adept at navigating the wilderness. 
  You have advantage on Dexterity (Acrobatics) and 
  Strength (Athletics) checks made to climb, jump, swim, or 
  otherwise navigate natural terrain. 
  Fearsome Yell 
  By 10th level, you can sound a blood-curling roar to terrify 
  your foes. You begin a Fearsome Yell as a bonus action 
  and can continue to yell as a bonus action on your turn, up 
  to a duration of 1 minute. While doing a Fearsome Yell, 
  each creature adjacent to you must make a Wisdom saving 
  throw (DC equal to 8 + your bonus to Intimidation). On a 
  failed save, the creature has disadvantage on attack rolls 
  against you until the end of its turn. On a success, the effect 
  ends for that creature and it is unaffected by this ability for 
  24 hours. At the end of each of its turns, affected creatures 
  can make another Wisdom saving throw to end this effect. 
  After beginning a yell, you cannot do so again until you 
  finish a short or long rest. 
       You have advantage on Intimidation checks while you 
  are making a yell. 
   
   
  Indomitable Toughness 
  At 14th level, you can shrug off punishment like a true son 
  of the mountain. As an action while you are raging, you 
  become immune to nonmagical bludgeoning, piercing, and 
  slashing damage, and gain resistance to all other damage 
  until the beginning of your next turn. After using this 
  ability, you cannot do so again until you complete a short 
  or long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Path of the Mountain Man.pdf