Path of the Crash
Using their powerful bodies as weapons, Path of the Crash barbarians launch themselves towards enemies, with a thunderous impact. These barbarians often are used to open gaps in shield walls on the battlefield, or to break through massive doors during sieges.
Charge
When you choose this path at 3rd level, whenever you move more than 10 feet, you can use your action to make a special unarmed strike, pushing your target with your shoulder. You deal 1d6 + your Strength modifier bludgeoning damage on a hit and can try instantly shove the creature as a bonus action.
Collision
Starting at 3rd level, you rush raging towards your enemies. While raging, you can take the dash action as a bonus action. Your movement doesn't provoke opportunity attacks. The first creature you hit after this action takes additional 1d6 bludgeoning damage and is shoved. You can choose to either push the creature or knock it prone. This damage increases to 1d8 at 5th level, 1d10 at 10th level, 1d12 at 15th level and 2d8 at 20th level.
Breaker
At 6th level, you become able to shred wood, stone, and steel with your bare hands. You deal double damage to objects and ignore their damage threshold. In addition, your movement now ignores nonmagical difficult terrain, and you can travel at any pace without negative consequences.
Body Piercer
Starting at 10th level, you can run like an arrow through your enemies, hitting all in an area. While raging, you can use your action to run 60 feet on a straight line. All creatures in that line take damage equal to your charge damage. In addition, you can use your bonus action to increase the range by 30 feet and add your collision damage.
Destructive Momentum
At 14th level, you can add the momentum build with your running to the impact of your charge. Once in each of your turns while raging, you add 1d6 additional bludgeoning damage for each 10 feet you run towards an opponent. You take the same amount of damage upon impact.