TEXT: Path of the Mountain
  Path of the Mountain
  While many barbarians are an army unto themselves, no path
  exemplifies these traits more than the Path of the Mountain. A
  titan to behold, you stagger entire swathes of those who would
  seek to harm you. Your allies can only watch in awe as your
  massive form wades through the screaming hosts of your foes.
  Most barbarians of this path have a deep connection to the
  peaks and ranges of the world, and many make a pilgrimage to
  a particular mountain as part of their destiny, or as the
  beginning of their journey to the mastery of their path. You
  can roll from the table below, or your DM can help you decide
  a mountain most appropriate for you.
  Mountain Pilgrimage
  d6
  Mountain
  1
  Nan Yegra
  2
  Broken Axe Peak
  3
  Summa Ferrum
  4
  Z'ez
  5
  Mount Tharadun
  6
  Whistletop
  Path of the Mountain Features
  Barbarian Level Feature
  3rd
  Highest Habitat, Become the Mountain
  6th
  Steep Ascent
  10th
  Dizzying Heights
  14th
  Tallest Peak
  Highest Habitat
  Highest Habitat
  At 3rd level, when you adopt this path, you become acclimated
  to high altitude, including elevations above 20,000 feet. You
  also become adapted to cold climates, as described in chapter
  5 of the Dungeon Master's Guide.
  Art Credits
  Art is Fallen Titan 1 by Jinho Bae.
  Become the Mountain
  Become the Mountain
  Starting when you choose this path at 3rd level, your form and
  equipment dramatically expand and becomes craggy and
  rocky in appearance when you enter your rage. While you're
  raging, your size becomes Large, unless you were larger, your
  reach increases by 5 feet, and you cannot be moved against
  your will or knocked prone. While Large, your size doubles in
  all dimensions, and your weight is multiplied by eight.
  Additionally, while raging, you gain a number of temporary
  hit points at the start of your turns. The number equals your
  Constitution modifier.
  Steep Ascent
  Steep Ascent
  Beginning at 6th level, the ground within 10 feet of you is
  considered difficult terrain while you are raging. Creatures
  that are prone while within this area must use twice as much
  movement to stand up.
  Dizzying Heights
  Dizzying Heights
  Beginning at 10th level, you can use your action to generate a
  wave of vertigo inducing vibrations. When you do so, all
  creatures standing within 10 feet of you must succeed on a
  Constitution saving throw (DC equal to 8 + your proficiency
  bonus + your Constitution modifier) or fall prone. Once you
  use this feature, you must finish a short or long rest before
  you can use it again.
  Tallest Peak
  Tallest Peak
  Starting at 14th level, when you enter your rage you can
  choose to have your size become Huge, unless you were
  larger. While you are transformed in this way, your reach
  increases by 10 feet, you gain resistance to all damage, and
  you are immune to poison and disease. While Huge, your
  sizes doubles in all dimensions an additional time, and your
  weight is multiplied once again by eight.
  If you are poisoned or diseased when you enter your rage,
  the effect is suspended for the duration of the rage. Once you
  have used this feature, you must complete a long rest before
  you can do so again.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/BladeBlot Brew/Barbarian - Path of the Mountain (BBB).pdf