Level 1: Two Handed Fighting: The barbarian can wield two weapons at once with ease due to their strength. This gives one extra attack per round.
Level 3: Primal Roar: With this gesture, a barbarian strikes fear into the target. The target makes a willpower save. If the save fails, the target avoids the barbarian if at all possible. If backed into a corner, the victim will fight.
Level 5: Battle Yell: With this ability, the barbarian calls for the help of his fallen ancestors. For the duration of the upcoming battle, all of the barbarians in the group get double their strength bonus to damage rolls.
Level 6: Hurl: May hurl their melee weapon at anyone not within melee range, with no penalties. Damage bonus is doubled. Takes d4 rounds to retrieve.
Level 7: Feat of Strength: The barbarian makes all strength checks as if he had a 28 in strength.
Level 10: Strength of the Fallen: The barbarian calls for the essence of all of his ancestors, giving him an additional 25 HP. If the barbarian takes more damage than his base HP in the battle, then at the end of the battle, the Barbarian goes into a coma for 1d10 days.
Level 12: Savage Frenzy: The barbarian goes into a wild rage, where he gets double his allotted attacks per round, and his attacks do a +3 damage. This lasts until all of his foes are no more, at which point the barbarian makes a wisdom check. If failed, he keeps on attacking whoever is in sight.
Level 14: The barbarian can wield two two-handed weapons as easily as he could wield two one-handed weapons.
Level 15: Retrieve: Can now Hurl, and Retrieve in the same round.
Level 16: Barbarians Prideful Set: The barbarians chosen set of weapons gain extraordinary properties. These powers are instilled by their fallen kin. These weapons gain two magic-like abilities. First, they always magically appear in the barbarians hands when so desired to. Second, the weapons go up +6 on their hit dice. Examples: a 1d12 weapon becomes a d18+6, a 2d8 weapon becomes 2d14+6.
Level 18: Foe Smashing: By summoning the power of their ancestors, the barbarian can attack up to the max number of attacks with double damage by sacrificing 10 HP per attack, regardless of hit or a miss. Any critical hit automatically knocks the target out. After using this ability, the barbarian is at -3 ThT/-5 Def. for 1d10 rounds.
Level 20: Ancestral Gift: Once per week a barbarian can double his soak, for up to 5d4 rounds, up to the cap. It may also be used to revive the barbarian at half of their HP once per week.