TEXT:  
  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 Doomslayer 
  Barbarians who walk the Path of the Doomslayer live to 
  crush fiendish skulls beneath their heels, to impale demons 
  and devils with their blades, and to feel their palms slick 
  with demonic blood. Theirs is a ferocity that eclipses the 
  fires of hell―demons would be wise to fear a doomslayer's 
  wrath when stepping foot on the Material Plane. 
       The oldest doomslayers sharpened their axes on 
  whetstones taken from the pit of the Nine Hells, but 
  modern slayers often prefer the bite of a blaster to that of a 
  blade. Regardless of their weapons or era, doomslayers are 
  tireless and savage demon killers. 
  Doomslayer 
  Starting at 3rd level, you gain proficiency in simple and 
  martial firearms, and you can use your Strength modifier  
   
   
  instead of your Dexterity modifier on firearm attack rolls. 
  While raging, you can add your Rage damage bonus to 
  firearm damage rolls, and you have resistance to all damage 
  dealt by fiends. 
  Rip and Tear 
  Starting at 6th level, your unarmed damage increases to 1d6 
  bludgeoning damage, and melee attacks you make count as 
  magical for the purposes of overcoming damage resistance 
  and immunity. Additionally, when you take the Attack 
  action and hit a single creature with 2 or more melee 
  weapon attacks on your turn, you can use your bonus action 
  to deal that creature an additional 1d8 points of magical 
  bludgeoning or slashing damage. At 14th level, this bonus 
  damage increases to 2d8. 
  Argent Feast  
  Starting at 10th level, whenever you critically hit a hostile 
  creature or reduce a hostile creature to 0 hit points with a 
  melee attack on your turn, you can use a bonus action to 
  regain a number of hit points equal to half your barbarian 
  level.  
  Glory Kill 
  Starting at 14th level, you have advantage on attack rolls 
  against creatures that have fewer than half their maximum 
  hit points left. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Path of the Doomslayer.pdf