Primal Path
Path of the Frozen Warrior
Frozen Fury
Starting when you choose this path at 3rd level, whenever you enter a rage, you gain resistance to cold damage and temporary hit points equal to your Constitution modifier plus half your Barbarian level, rounded up.
Additionally, whenever a creature within 5 feet of you hits you with a melee attack, it takes cold damage equal to the same amount of damage it deals to you, while you still have remaining temporary hit points.
Winter's Touch
At 6th level while raging, you can deal an additional 1d6 cold damage once per round when you hit a creature with a melee weapon attack.
Glacial Prison
Starting at 10th level, you gain the ability to freeze your enemies in place. When you hit a creature with a melee weapon attack, you can cause it to make a Dexterity saving throw. The save DC equals 8 + your constitution modifier + your proficiency bonus. On a failed save, it is restrained. While restrained in this way, it can repeat the saving throw at the end of each of its turns, freeing itself on a success and causing the ice surrounding it to shatter. Once you successfully use this feature, you can't use it again until you finish a long rest.
Winter's Disciple
At 14th level, you embody the spirit of winter itself. Any spell or effect you create ignores a creature's resistance to cold damage. Additionally, the damage dealt by your 6th level feature increases to 2d6.
Path of the Barbed Hide
Armor of Thorns
Starting at 3rd level when you choose this path, you can choose to protrude spikes from your skin. When you do so, you take 1d6 piercing damage and your AC increases by 1. You can also choose to protrude your spikes on a later turn as a bonus action.
Additionally, whenever you are hit with a melee attack the attacking creature takes 1d6 piercing damage if your spikes are out. The damage from your spikes increases to 1d8 at 6th level, and to 1d10 at 10th level.
6th Level
Starting at 6th level, when a hostile creature ends its turn within 5 feet you, you can use your reaction to make a melee weapon attack against then. If you hit, the creature takes an additional piercing damage from your spikes.
10th Level
Starting at 10th level, you can cast spike growth, centered on yourself. For you, no extra movement is required to move into or out of the spell's radius. The save DC for a creature to recognize the spell's area as hazardous terrain equals 8 + your constitution modifier + your proficiency bonus. Once you use this feature, you can't use it again until you finish a long rest.
14th Level
At 14th level, whenever a creature within 5 feet of you hits a creature other than you with an attack and you are raging, you can use your reaction to have them make a Dexterity saving throw. On a failed save, they take 2d10 piercing damage, or half as much damage on a successful save.