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  Primal Path 
  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 Consecrated 
  There are fanatics and zealots in every sect, but in the 
  religions and cults of the war gods, these fanatics channel 
  the terrible power of their gods into their rage. Wielding 
  weapons forged from divine power, the seemingly 
  unkillable Consecrated barbarians are a fearsome breed, 
  slaying fiends and other unholy abominations for the glory 
  of their gods. Nothing gives the Consecrated more pleasure 
  than the chance to unleash their inner rage in the form of a 
  righteous crusade. 
   
   
  Shards of Divine Wrath 
  Beginning at 3rd level, when you rage, your eyes flare with 
  divine fury and you can call forth a weapon brilliant light 
  or sinister darkness, tempered in divine wrath. When you 
  begin your rage, you can summon a shard of divine wrath 
  to your hand, either shaped as a weapon you are proficient 
  with or wreathing a weapon you are holding in divine 
  energy. This weapon deals radiant damage (if you are good 
  or neutral aligned) or necrotic damage (if you are evil 
  aligned), instead of its normal damage type. You cannot be 
  disarmed of this weapon. 
       When you deal damage to a fiend using a shard of 
  divine wrath, double your rage bonus damage. 
       Additionally, while you are wielding a shard of divine 
  wrath, you gain resistance to necrotic damage (if you are 
  good or neutral aligned) or radiant damage (if you are evil 
  Relentless Soul 
  Starting at 6th level, your soul is marked to bring glory to 
  the gods through relentless and righteous combat. If a spell 
  would have the sole effect of restoring you to life (but not 
  undeath), the caster does not need material components to 
  cast the spell on you. 
       Additionally, when a hostile creature reduces you to 0 
  hit points, that creature takes radiant damage equal to your 
  level. 
  Baptism by Blood 
  Starting at 10th level, you can channel the power of your 
  deity to prolong your allies' ability to fight. As a bonus 
  action on your turn, you can expend one of your hit dice. 
  Three friendly creatures of your choice within 60 feet of 
  you that you can see regain hit points equal to 1d12 + their 
  Constitution modifier. You cannot target yourself with this 
  feature. 
       Once you use this ability, you can't use it again until you 
  finish a short or long rest. 
  Divine Champion 
  Starting at 14th level, when you rage, you can choose to 
  invoke the protection of your deity. Your deity blesses you 
  with a special casting of the spirit guardians spell (save DC 
  equals 8 + your proficiency bonus + your Strength 
  modifier). This special casting takes place during the same 
  bonus action you use to rage, and is cast as if using a 3rd-
  level spell slot. It lasts until your rage ends, and does not 
  require your concentration. 
       Once you use this feature, you can't use it again until 
  you finish a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Path of the Consecrated.pdf