TEXT: Path of the Demon
  The Path of the Demon is tantamount to a descent into
  madness, a furious darkness within that calls for one thing
  only: the death of its foes. Its origin can be hereditary, perhaps
  a tiefling whose blood runs strong, a dalliance between an
  ancestor and a demon, or sometimes intentional, via a ritual
  or sacrifice for power. Barbarians of this path often struggle to
  sate the beast inside, and during their rages that part of them
  rises to the surface with disturbing results. Rending claws,
  whipping tentacles, razor tipped horns; a demon in name and
  form.
  Path of the Demon Features
  Barbarian Level
  Feature
  3rd
  Abyssal Alteration
  6th
  Echo of the Void, It Stares Back
  10th
  Bloodlust
  14th
  Maximum Violence
  Abyssal Alteration
  Starting when you choose this path at 3rd level, your demonic
  corruption manifests as a physical tool of destruction. While
  raging, you grow a natural weapon you can use to make melee
  attacks with, with which you are proficient. When you hit with
  this weapon, the target takes an amount of damage equal to
  1d10 + your Strength modifier, of a type decided by the choice
  made below. You gain additional benefits based on your
  weapon of choice. Whenever you enter your rage, choose one
  of the following:
  Pulverize. You grow a heavy tentacle, enlarge your limbs, or
  develop some other similar blunt adaptation. Your natural
  weapon deals bludgeoning damage, and when you hit a
  creature with it you can use your bonus action to attempt to
  shove them. Creatures shoved away from you in this way are
  pushed twice the normal distance.
  Skewer. You grow a pair of wicked horns, have your jaws
  transform into a monstrous maw, or develop some other
  similar puncturing adaptation. Your natural weapon deals
  piercing damage, and when you hit a creature with it you can
  use your bonus action to attempt to grapple them. While you
  are grappling a creature in this way, you cannot use your
  natural weapon against another target, and the creature takes
  an amount of piercing damage equal to your Strength
  modifier whenever they make an attempt to break the grapple.
  Rend. You grow a bladed tail, extend your nails in to jagged
  claws, or develop some other similar cutting adaptation. Your
  natural weapon deals slashing damage, and when you hit a
  creature with it you can use your bonus action to attempt to
  wound them. The creature must succeed on a Constitution
  saving throw (DC equal to 8 + your proficiency bonus + your
  Strength modifier) or take additional damage equal to your
  Strength modifier and have their speed reduced by 10 feet
  until the end of their next turn.
  Echo of the Void
  Beginning at 6th level, you can release the roaring sound of
  the abyss as a ruinous force. When you enter your rage, you
  can unleash a 30 foot cone of discordant noise powerful
  enough to shatter earth and bone.
  Art Credit
  Art is Emissary of Darkness(adv)- Legend of the
  Cryptids by James Zapata.
  Each creature within that area must make a Constitution
  saving throw (DC equal to 8 + your Proficiency bonus + your
  Strength modifier). On a failed save, a creature takes 3d6
  thunder damage and is pushed 15 feet away from you. On a
  successful save, the creature takes half as much damage and
  isn't pushed.
  In addition, unsecured Objects that are completely within
  the area of effect are automatically pushed 15 feet away from
  you by this effect, and you emit an otherworldly scream
  audible out to 300 feet.
  It Stares Back
  Also at 6th level, you gain an understanding of the hateful
  tongue of demons. You learn to speak, read, and write abyssal.
  Additionally, your natural weapons count as magical for the
  purpose of overcoming resistance and immunity to
  nonmagical attacks and damage.
  Bloodlust
  Beginning at 10th level, you are aware of the location of any
  creature within 30 feet of you that doesn't have all of its hit
  points. This feature has no effect on undead or constructs.
  Maximum Violence
  Starting at 14th level, when you use your Reckless Attack
  feature while raging and make at least two attacks against the
  same target, you can make one additional attack against it
  using your natural weapon. If this attack kills the target, any
  creature friendly to it that is within 15 feet of it and sees its
  death must succeed on a Wisdom saving throw (DC equal to 8
  + your Proficiency bonus + your Strength modifier) or be
  frightened of you for 1 minute. A creature frightened by this
  effect makes another Wisdom saving throw at the end of each
  of its turn. On a successful save, it is no longer frightened.
  Once you use this feature, you can't use it again until you
  finish a short or long rest.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/BladeBlot Brew/Barbarian - Path of the Demon (BBB).pdf