Primal Path
Path of the Saint
"In the kingdom of glass everything is transparent, and there is no place to hide a dark heart. Let the rage be a burning light, and the light will always consume the darkness."
Guidance
Starting when you choose this path at 3rd level, you learn to read the fateful signs that are invisible to the mundane eye. You gain proficiency in Religion skill and you learn to use it in a special way.
Whenever you are searching for something, you can use your Intelligence (Religion) modifier instead of Wisdom (survival) or Intelligence (Investigation) modifier for the ability check. If you do so, you gain a bonus equal to your Wisdom modifier.
You can use this feature the number of times equal to your Wisdom modifier (minimum of one) and you regain expended uses when you finish a long rest.
Fate & Fortune
Beginning at 6th level, you learn to cheat fate itself. You have 3 luck points (these points are added to any luck points you might have from another source).
Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You regain your expended luck points when you finish a long rest.
Destined Duel
Beginning at 10th level, as part of a bonus action when you enter rage you can mark a creature that you will face in a duel.
For the duration, if the target is within 5ft from you, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) each time it attempts to move out of your reach.
Whenever you use your Reckless Attack feature against a marked creature, you score a critical hit on a roll of 19 or 20 on the d20.
This mark lasts for the duration of your rage and ends early if you are incapacitated or die or if you attack any other creature.
Divine Grace
At 14th level, your can make your very appearance appear otherworldly. You can attempt to inspire wonder into your audience for 1 minute.
Choose a number of humanoids who can see and hear you up to a number equal to twice your Wisdom modifier (minimum of two). Each target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be charmed by you. Any creature that can’t be charmed succeeds on this saving throw automatically.
While charmed in this way, the target cannot speak or keep their eyes off you, and has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you. You have advantage on all Charisma checks attempting to influence it.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Art from "Kings of the Realm", by DIGIT Game Studios