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 and one skill of your choice from Deception, Persuasion, or Intimidation, and when you make a skill check with that skill or with Performance, you can add double your proficiency modifier. Additionally, you can add your Constitution modifier to any Charisma check or saving throw you make.

Bantam Fighter At 3rd level, you fight like your game-fowl namesake, leaping about the battlefield. Your choice of following the Path of the Bantam grants you the following abilities while raging: Spurs: When you hit a creature with a melee attack, you can use a bonus action to attempt to Shove or Grapple them.

Flying Flurry: When you jump, you can make a Strength (Athletics) check, adding the result to your jump. You can only make this check once per turn. Additionally, your long jumps do not require a running start, and jumps made while grappling a creature are not made at half speed.

Land-fowl: When you take fall damage, you can reduce the damage you take by an amount equal to half your barbarian level + your constitution modifier

Cockeral Waltz You strut your stuff on the battlefield, calling out your enemies and drawing their ire. At 6th level, you can issue a challenge that compels other creatures to do battle with you. When you enter a rage or as a bonus action, you can call out to a creature within 30 feet of you that can see or hear you. The creature must succeed on a Wisdom (Insight) check contested by your Charisma (Performance) check or use its reaction to move up to its movement speed directly toward you, and it can't willingly move more than 30 feet away from you until the end of its next turn. The effect fails if the creature would have to knowingly take damage from dangerous environmental factors to reach you, such as crossing lava, or a corridor full of spinning blades, or off a cliff.

Coxcomb Showmanship is integral to your existing, a part of your very identity. Your admirers flock to you, enthralled by your performances, held in the grasp of your personality. At 10th level, if you perform for at least 1 minute, you can attempt to inspire wonder in your audience through acts such as feats of strength or athletics, singing epic songs, or gladiatorial showmanship. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Constitution modifier (minimum of one). Each target must succeed on a Wisdom (insight) check contested by your Charisma (performance) check or be charmed by you. While charmed in this way, the target idolizes you, speaks in awe of you to anyone who speaks to it, and it will try hinder anyone who opposes you, avoiding violence unless it was already inclined to fight your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If this ability fails or ends, the target creature has no idea you tried to charm it. Once you use this ability, you cannot use it again until you finish a short or long rest. Additionally, while raging you have advantage on any charisma check or saving throw you make.