Barbarians are a staple of Space Operas, the raw animal power of men is still strong even after conquering the stars.
We re-fluff some subclasses to be more technological super soldiers, but when playing fantasy barbarians players are encouraged to imagine a “place of power” that is the origins of their powers, just like Gray Skull in He Man.
Rage, you can enter a rage as a bonus action or as part of a Attack action.
Level 4, in addition to any other powers you normally get you get Ritual Caster as bonus Feat even if you do not satisfy the prerequisites. However, if you do not satisfy the prerequisites you can select only the Druid list.
Battleragers are refluffed as Space Marines! That's why they basically cannot leave their armors.
Battlerager are fun, but they kinda pale compared to other Barbarians. A part of the extra attack that is nice the other powers are kinda lackluster. In particular Reckless Abadon is just few HP more. So, if players want to play a wrestler, the grappling damage is increased. The Reckless Abadon power is now inspired by the Bear totem. But those Barbarians take the power 3 levels earlier and they can get other interesting totem powers after, to compensate Reckless Abadon also give resitance to psychic.
Berserkers are refluffed as super soldiers. But mechanically there is only one change.
Mindless rage. Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. Besides, when in rage, you can use Stimpaks ignoring the negative effects.
Stimpak, or stimulation delivery package is a syringe for containing and delivering medications and drugs. When activated, with an Action or Bonus Action, on a willing creature it has negative and positive effects. As negative effects, the creature start having tremors and rigidity getting the Poisoned Condition and having him or her speeds lowered by 10 feet (speeds cannot go under 0 feet). As positive effect, the stimpack reduces the creature’s exhaustion level by 1. The negative effects last until the creature as completed a long rest. The precision needed to activate the stimpak makes impossible to use it on a unwilling creature.
You can change your Environment once per long rest.
Totem Warrior Barbarians are very flexible, but among the five totems often many are kinda lackluster or simply pale in comparison of other choices.
A part of few mechanical touch ups, Totem Warrior Barbarians need no refluff.
While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. One per turn if you move at least 10 feet in a straight line immediately before making a melee weapon attack you gain a +5 bonus to the attack's damage roll. The spirit of the eagle makes you into a predator who can weave through the fray with ease and attack with deadly precision.
When raging and aren't wearing heavy armor, as a bonus action you can make an attack against a prone enemy. The spirit of the Elk gives you the power of stomping enemies.
Once per turn when raging without wearing heavy armor, if you use your Attack action and move at least 10 feet in straight line, then one of your weapon melee attacks if hits, in addition of the usual effects, can also count as a Shove attempt. The spirit of the tiger gives the power of pouncing over your enemies.
While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you, and you have advantage on saving throws against being charmed or frightened. The spirit of the wolf makes you a brave leader of hunters.
The aspects give you proficiency in two skills, if you are already proficent in the skill you get Expertise in that skill. If you have expertise already then the bonus is lost.
Totemic attunements powers are unmodified.