Base Class: Bard
At third level, when you choose this class, your music becomes more synthesized, closer to school dance-type music or rap beats than orchestral, clean sound. If you multiclass into this from a cleric or a paladin, you become aware of Omnimaw, and the ancient war of Livrosia and G'nash. Your skin glows faintly, not enough to see or be seen in the dark but in the sun you seem to have an aura of light. Tuning becomes a thing of the past, as untuned notes and beats make for a better thrash beat. You gain the ability to start a rave as a bonus action, gaining a +2 to your spell save DC, but also getting a -1 to stealth. A rave lasts as many turns as your constitution modifier (minimum 1 turn).
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain an additional spell list, including (but not limited to) Thaumaturgy, Faerie Fire, and Prestidigitation.
Irresistible Rave
Also at 3rd level, you learn how to use your skill to enthrall and drain the energy of others. As a bonus action, you can start a rave. While the rave is affecting at least one creature, you gain the following benefits:
1: You start emanating flashing, multicolored lights as of the spell faerie fire was cast on you.
2: Your music is three times louder, as if by the spell thaumaturgy.
3: As an action during the rave, you can use your music to create a mosh pit, drawing all hostile creatures within 60 feet to your location. they spend their whole turn running to you, where they start dancing. Dancing takes a bonus action and a move action. The creature is unable to attack you but can attack any other creature that is hostile to it like normal.
When you end the rave, you suffer one level of exhaustion from the exertion.
Lightshow Magic
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Musician's Assistant
Starting at 14th level, you gain control over a Homunculus, which will help you wherever you need it to. You always know where the homunculus is(within ten feet) and you can communicate with it telepathically if it is on the same plane as you and is within 400 feet. When you command your homunculus as an action, you must command it verbally, but it can relay information telepathically. Your homunculus has to follow your commands to the best of its ability, cannot disobey or betray you, and cannot do things you tell it not to, but it is very mischievous and will often look for loopholes in your commands if they restrict it from doing something.
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