Path of the Witch
Source: Hexbound
Barbarians fill a strange role in the ways of the witch community. Instead of seeking renowned mentors, the first of them took their learnings and went deep into the wilds in search of ancient witchcraft. Some are taught by old spirits, others by hags, and fewer still by the voices of the woods themselves. They grow an internal force of explosive witchcraft, and often roam the world to release their magic on whatever they see fit.
Final Teachings
At 14th level, the arcane energy inside you has broken its limits. You gain access to powerful magics unfamiliar to most witches, based on your mentor.
Hermit
While you are raging, a spectral night hag appears within 5 feet of you. The hag is immune to all damage except force. As a bonus action, you can command the hag to make one claw attack at a target within range. If she is not given a command by the end of your turn, she will cast magic missile on randomly chosen targets.
Wandering Jinx
While you are raging, you can cause minor curses to affect enemies. When a creature hits you with a melee attack, you can use your reaction to impose one of the following conditions on them: blinded, charmed, feared, deafened, or prone. This condition lasts until the end of your next turn.
Forgotten Voice
While you are raging, your incantations are followed by a thunderous voice that only your foes can hear. Each chosen creature within 15 feet of you must succeed on a Constitution saving throw or take 2d8 thunder damage.