Bard
Base Class: Bard

Named rockers because of the ability of the bard to inspire so much people present that often enough the
very building they were dancing in seemed to shake or rather 'rock'.
They have an uncanny ability to enthrall people gaining their favor or gaining loyal groupies or even fanatical henchman.
A well known fact about rockers is that they have at least 1 musical instrument modified to be a weapon.
One of the most seen instrument weapons and mods is the axe-head mod on the base of the lute.
It is there where the expression "Give him the axe" comes from, either entertaining someone with the instrument or hitting him in the head with it.

 Armor : Any light armor but leather is preferred.

Weapons : slings/crossbows, staves, any small throwing weapon including daggers and their main musical instrument which can easily be modified to use
as a melee weapon doing either slashing, piercing or bludgeoning damage.

Tools: As a rocker you choose an electrified instrument. Electric lute example posted in home-brew items with more relative background information.
The abilities the lute has are the same any other lightning infused rocker instrument would have. Choose one other instrument.

Proficiency's : Performance and choose 2 others.

Spells : As a rocker you gain spells as normal but also gain an extra spell slot which level can not exceed the level of spell you can cast now.
The spell must be chosen from the following spell list and are cast at current level. level 0 : thunderclap, level 1 : thunder-wave, level 2 : shatter, level 3 : thunder-step, level 4 :  lightning bolt, level 5 :  call lightning, level 7 : control weather.


At 2nd level you do not gain Jack of all trades but gain advantage on all performance checks.
Also you gain a resistance versus poison but only if you have a alcohol or drug related vice which are quite
common among rockers.

At 3rd level you fully unlock your electrified instrument.
Lightning ray does 1d8 damage/2 levels of the user 20 feet long in a straight line 1 foot wide.
Activating it is an action but can be completed while playing the instrument.
After use you can only regain that power by taking a short or long rest.

Captivate audience

Starting at 3rd level, if you perform for at least 10 minutes, you can attempt to captivate your audience.
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 Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving
throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks
glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless
it was already inclined to fight on 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 a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can't use it again until you finish a short or long rest.

A groupy

You gain the ability to attract a loyal groupy, this is and stays a level 1 UN-classed character.
This means it can not use spells, attack or activate anything magical.
However, the groupy can learn and use skills and wear gear.
The groupy starts out with all armor proficiency's, languages common and basic racial if applicable.
He/she gains a proficiency with every level you gain and pick any mundane skill you prefer.
The groupy is there to carry equipment, prepare food, handle public relations.
If a groupy dies a new one can be attracted at the next public performance you give where there are at least 10 people present.
He/she starts out with basic groupy skills though.

An instrumental attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.
This only works with an instrument weapon.

I'm your biggest fan

You gain a henchman who is a hardcore fan that will do anything you ask him/her to do.
You have to do a huge performance for at least 100 humanoid beings. The humanoid at the front of the
crowd pushing people away and fighting for your attention at the end of the show is your new henchman.
The henchman can be any race or class and a random roll is done to decide which.(Dm's discretion)
The henchman is level 10, levels with the rocker and is a complete character in his/her own right.
Aside from race and class everything can be created by the player.
If your biggest fan dies a character has to wait until he does another huge performance to attract a new one.
You do it in the same way as you did attract him/her the first time.

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