You have advantage on initiative rolls.
While raging, when you take the Strike action with a melee or thrown weapon using Strength, you ignore resistance to bludgeoning, piercing, and slashing damage.
When you take the Strike action with a melee or thrown weapon using Strength and critically hit, the target takes an additional die of the weapon's damage.
When you take the Strike action with a melee or thrown weapon using Strength and critically hit, you regain 1 hit point.
When you take the Strike action with a melee or thrown weapon using Strength and critically hit, you can forgo rolling the weapon's damage and use its maximum roll possible.
While raging and wounded, you gain temporary hit points equal to your Constitution modifier (minimum of 1) at the start of each of your turns.
Your critical hit threshold with melee and thrown weapons using Strength decreases by 1.
When you have disadvantage on a Strength or Constitution save, you can reroll the lowest d20 once and use the higher roll.
When you take the Strike action with a melee or thrown weapon using Strength and critically hit, you can immediately take the Strike action against the same target and with the same weapon without expending an action point.
You have advantage on Dexterity saves against effects within earshot or line of sight.
When you take the Strike action with a melee or thrown weapon using Strength, you ignore the AC bonuses granted by the target's shield.
When you take the Strike action with a melee or thrown weapon using Strength and critically hit, the target becomes exposed to you until the end of the turn.
When you take the Strike action with a melee or thrown weapon using Strength and critically hit, the target becomes frightened of you until the end of your next turn.
When you take the Strike action with a melee or thrown weapon using Strength and hit, the weapon's damage die size increases by one.
When you take the Strike action with a melee or thrown weapon using Strength and critically hit, you can choose another creature within 5 feet of the target, and if the attack roll would also hit the creature, it takes half the damage taken by the target.
You gain 1 stamina point per barbarian level.
Your Strength and Constitution scores and their maximum each increase by 4.
You have advantage on Strength saves.
When you take the Attack action with a melee or thrown weapon using Strength with advantage, the attack becomes a critical hit if the lower of the two d20s would also hit the target.
While unarmored (except shields), your AC is 13 + your Constitution modifier, or 10 + your Constitution modifier + your choice of your Strength or Dexterity modifier, whichever is higher.
While raging, when you are reduced to 0 hit points, you can take a reaction to make a Constitution saving throw against a DC of 20 minus half your barbarian level, provided you are not silenced. On a successful save, you are reduced to 1 hit point instead. The DC increases by 5 whenever you use this feature again, which resets back to 20 minus half your barbarian level whenever you finish a long rest.
While raging, you have advantage on Constitution saves.