3rd-level is usually passive-while-raging,
6th-level is usually passive-non-combat,
14th-level is usually active-ability-while-raging
3rd-level.
6th-level. You have darkvision out to 120 feet and have advantage on Dexterity (stealth) checks in darkness or dim light.
14th-level. While raging, if you hit a creature with a weapon attack, you can use a bonus action to make a special melee attack as you bite them and drink their blood. You are proficient with this attack. On a hit, you deal 1d12 + your Strength modifier + your rage damage as necrotic damage, you also gain a number of temporary hit points equal to the damage dealt.
3rd-level. While raging, you become immune to one of the following damage types, which you chose when you pick this totem; acid, cold, fire, lightning, or poison.
6th-level. You can speak, read, and write Draconic. You also have advantage on any ability check to interact socially when conversing in Draconic. This seems a little off-brand compared to the others.
14th-level. While raging, you gain the effects of the Dragon's Breath spell at 4th-level. The spell save DC is 15, and the concentration only ends when your rage does. If you took the Dragon totem at 3rd level, the damage type of this spell is the same one associated with those totems, otherwise you choose the damage type when you pick this totem.
3rd-level. While you are raging, your jump distance is doubled and the damage you take from falling is halved.
6th-level. Proficiency in performance? Minor Illusion/Thamaturgy
14th-level. While raging, you can perfectly mimic the voices of other humanoids to confuse and distract your enemies. When you see a creature, that can hear you, make an attack roll or ability check, you can use a reaction to impose disadvantage on their ability checks and attack rolls, including the triggering one, until the start of your next turn.
3rd-level. While raging, you have a swimming speed equal to twice your walking speed.
6th-level. You, and up to ten companions, can breathe underwater while they are within 60ft of you.
14th-level. While raging, if you hit a creature with a weapon attack while at least one of you is submerged you can take the Grapple action against them. If you successfully grapple them, you can then instantly swim up to your full swimming speed, dragging the creature with you. This movement is not halved as moving while grappling a creature would normally be. This is actually pretty scary to imagine considering how fast I've seen some barbarians be. imagine being instantly dragged 120ft under water.
3rd-level. Once per rage, if you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
6th-level. You have advantage on death saving throws and permanently have one successful death saving throw
14th-level. While raging, if you take damage and have fewer than half your maximum hit points remaining, you can use a reaction to make all creatures within 10ft of you take fire damage equal to 1d8 + your Strength modifier. Now I'm just imagining someone punching themselves and exploding every 6 seconds.
3rd-level. While raging, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
6th-level.
14th-level. While raging, you can use a bonus action to fire a web at a creature you can see within 30ft of you. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or become grappled by you. As an action, the creature can attempt to escape the grapple with a Strength (athletics) or Dexterity (acrobatics) check against the same DC. While you have a creature grappled in this way, you can use a bonus action to pull them up to 15ft towards you.
3rd-level. While raging, you have advantage on saving throws to avoid being charmed or frightened.
6th-level. You learn two cantrips of your choice from the Druid or Cleric spell lists. Constitution is your spellcasting ability for these cantrips.
14th-level. While raging, you can use a bonus action to touch another creature and have them magically regain 2d8+2 hit points.
You can transform any set of light or medium armour you touch into your pact armour by performing a ritual over the course of an hour. This ritual can be done during a short or long rest. The armour ceases being your pact armour if you die, if you perform the 1-hour ritual on a different set of armour, or if you use a 1-hour ritual to break your bond to it.
When wearing your pact armour you gain the following benefits.
You are proficient with the armour.
You gain a +1 to your AC while wearing the armour.
The armour cannot be removed against your will.
The armour replaces any missing or paralyzed limbs, functioning identically to a limb it replaces.
Not really liking this, might just remove it
You can use your pact armour as a spellcasting focus for your warlock spells.
Additionally, while wearing the armour, you have advantage on Dexterity saving throws made to avoid damage.
Finally, you may convert a set of heavy armour into your pact armour.
Your pact armour doesn't impose disadvantage on Dexterity (stealth) checks and can be donned or doffed as a bonus action.
Additionally, if the armour normally has a Strength requirement, your pact armour lacks this requirement for you.
While wearing your pact armour, you can cast Stoneskin on yourself by expending a warlock spell slot. You do not need to provide material components for this casting. The spell ends early if you doff the armour.
When you cast a spell or cantrip that targets only yourself, including those granted by Eldritch Invocations, you may also target your familiar provided they are within 5ft of you.
Need to check if anything makes this broken? (It's intended use is things like mage armour or healing).
This with protection spells, would likely negate the need for Chain Master's Protection
When you cast the Find Familiar spell, you may summon two familiars instead of one. They may have different forms, each have their own turns in combat and can be summoned or dismissed in the same action. When using a familiar to deliver a spell, make an attack or see through their senses, you only do so with one familiar (your choice) not both.
Is the wording on the spell/attack bit confusing?
You can cast Find Familiar using a warlock spell slot. When you do so, the casting time is 1 action, and you do not provide material components.
You can cast the Spider Climb spell on yourself at will without consuming a spell slot. You do not require concentration for this casting.
You can use a bonus action to take the Dash, Disengage, or Hide action.
Chose one of the following damage types; acid, cold, fire, lightning, necrotic, radiant or thunder. While wielding your pact shield, you are resistant to the chosen damage type.
In addition, when a creature hits you with a melee attack while you are wielding your pact shield, you can use a reaction to deal 1d6 damage of the chosen type to them.
This magic set of tools grants a +1 bonus to ability checks made with it.
Both of the base items used to create this infusion are combined into a single item, while maintaining the benefits of both. A creature can add half their proficiency bonus, rounded down, to any ability check they make using this item that doesn't already include their proficiency bonus.
When you cast a spell that forces a creature to make a Strength, Dexterity or Constitution saving throw to resist its effects, you can spend 2 sorcery points to change the saving throw to an Intelligence, Wisdom or Charisma saving throw instead (choose when you spend the points).
Multiple Variants? (or just allow choice, may need 3pts)