Credit: Mr. Jake Parker http://mrjakeparker.com/

Path of the Bantam

Followers of the Path of the Bantam channel Game Fowl, the animal participators in the blood sport cockfighting for their approach to life. Their rages tend to not be the shield-biting fury of other barbarians, but tend to be showy, strutting, charismatic displays of self-aggrendization. They are masters of putting on a show while fighting, in the arena, in a bar fight, or out in the wilderness.

Bantam Path barbarians tend to wear bright, flashy clothes and walk with a strut, secure in their knowledge that they are prettier than everyone else. They also tend to not realize when an enemy is larger than themself, issuing challenges indiscriminately while their allies cheer them on.

Cock of the Walk

When you choose this path at 3rd level, you become proficient in the Performance skill.

Additionally, you can use your Charisma modifier instead of your Dexterity modifier when calculating your AC with your Unarmored Defense feature.

Cockfighting

At 3rd level, you fight like your game-fowl namesake.

Your choice of following the path of the game-fowl grants you the following abilities while raging:

Flying Flurry: Your Long Jump and High Jump distance is doubled, plus extra distance equal to your Charisma modifier. You no longer require a 10 foot running start for either, and the jumps no longer cost movement.

Your Long Jump and High Jump distance is doubled, plus extra distance equal to your Charisma modifier. You no longer require a 10 foot running start for either, and the jumps no longer cost movement. Spurs: When you Shove a creature with the Attack action and succeed, you can use your bonus action to make a melee weapon attack on the creature. If this attack hits, you can deal extra damage equal to your Charisma modifier.

When you Shove a creature with the Attack action and succeed, you can use your bonus action to make a melee weapon attack on the creature. If this attack hits, you can deal extra damage equal to your Charisma modifier. Land-fowl You take half damage from damage sustained in a fall, minus an extra amount equal to your Charisma modifier, and you no longer land prone.

Cockerel Waltz

You strut your stuff on the battlefield, calling out your enemies and drawing their ire. You draw from the cheers of the crowd to fuel your fighting.

At 6th level, you can issue a challenge that compels other creatures to do battle with you. As a bonus action, you call out to a creature within 30 feet of you that can hear you, the creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or it can't willingly move more than 30 feet away from you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save, and this effect ends early on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.

Coxcomb

Showmanship is integral to your existing, a part of your very identity.

At 10th level, when you make a Performance skill check, you can add double your proficiency, and you can add your Charisma modifier to your Initiative rolls. Additionally, while raging you have advantage on any charisma check or saving throw you make.

Old Rooster

Your time studying the Path of the Bantam allows you to push your body to even further feats.

At 14th level, if you score a critical hit while raging, creatures of your choice within 30 feet of you must succeed on a Wisdom saving (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of their next turn.

Additionally, your fighting prowess is bolstered in these ways: