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 Wilds 
  Among all the people of the world, few spend as much time 
  in the wilderness as barbarians. Consequently, the men and 
  women who follow this calling are more likely than anyone 
  else to come into contact with fey creatures. Some even 
  journey in the Feywild itself, testing their strength against 
  mighty fomorians and their survival skills against the 
  deepest, darkest forests and swamps. 
       Warriors who walk the path of the wilds tend to be 
  jovial and good-natured sorts who eschew the mindless 
  fury of the berserker or the ritualistic traditions of the totem 
  warrior in favor of a more organic aesthetic. 
  Serene Grace 
  When you choose this path a 3rd level, you learn to channel 
  you rage into an otherworldly calmness. Taking the Dash or 
  Hide actions on your turn counts as attacking a hostile 
  creature for the purposes of sustaining your rage. 
  Language of Flowers 
  Also at 3rd level, you gain the ability to speak to both 
  mundane plants and plant creatures as if you shared a 
  language. Plants that aren't creatures can't speak to you, but 
  can be persuaded to perform simple tasks, such as opening 
  or closing flowers, moving branches or shedding leaves. 
  Fey Trickery 
  At 6th level, you learn some of the secret tricks of the fey 
  folk. While you are activate your rage, you come under the 
  influence of a blur spell that lasts for the duration of that 
  rage. The effect ends early if it is dispelled or you take 
  damage from any source. 
   
   
   
   
   
   
   
  Unearthly Charm 
  Starting at 10th level, you can use your action to seduce 
  someone with your mysterious presence. When you do so, 
  choose one creature that you can see within 30 feet o f you. 
  If the creature can see or hear you, it must succeed on a 
  Wisdom saving throw (DC equal to 8 + your proficiency 
  bonus + your Charisma modifier) or be charmed by you 
  until the end of your next turn, regarding you as a trusted 
  friend. On subsequent turns, you can use your action to 
  extend the duration of this effect on the charmed creature 
  until the end of your next turn. This effect ends if the 
  creature ends its turn out of line of sight or more than 60 
  feet away from you. 
       If the creature succeeds on its saving throw, you can't 
  use this feature on that creature again for 24 hours. 
  Phase Leap 
  When you reach 14th level, your connection to the Feywild 
  enables you to blink from place to place. While you are 
  raging, you can use all of your movement to teleport up to 
  30 feet to any unoccupied space you can see. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Path of the Wilds.pdf