Warlock
Base Class: Warlock

You have people supporting you in your endeavors, either from afar or even following you on your adventures, a higher being or hidden magical power hidden in that person's inner being has turned their support into magical and physical power to help you when you're in trouble, examples of a "supporter" could be an entertainer's adoring fans or fan, a family or younger person who sees you as a parental figure, a king or general could be supported by their subordinates, or it could even be another type of warlock patron simply too shy to reveal their true power

Serve The Cause

After spending at least 24 hours with an npc or player you can choose to bond with them with a charisma check, if succeeding you will gain advantage to all rolls when near this person, and get a +2 to ac, if your dating or have married this person you can use a bonus action to heal eachother for 2d6 hp, if you are dating you have to wait 5 days before the heal action can be used, if your married it activates instantly

Someone Special

At 1st choose 5 skill proficiences, 2 armor proficiencies, and 3 weapon proficiences, when taking a long rest or reaching 0 hit points you can choose to see a dream or vision from the supporter/supporters you like most in the world and gain one of these proficiencies from them until your next long rest or death save, this cannot be a player or an npc you bonded with, but possibly people part of your backstory or past

Tag-Team

A party member you've bonded with can choose to not only switch turns with you in combat but take actions on your turn, which will still let them take actions on their turn, but prohibit anything that deals damage, bonus actions are exempt from this rule

Empowered Bond

You are able to speak with bonded allies in a range of 60 feet, changing to 120 feet at 14th level, and you can also choose to add an ally of yours who isn't a party member to the initiative and allow them to travel with you, how many people you can bring is based on statblock, the amount of people you can travel with goes from 3-1, it is up to the dm to decide how strong the allies you're travelling with are and how many of them you can bring with you

Versus The World

Choose one bonded player or npc, which can be changed every 2 long rests, when this ally is downed and killed you gain a second turn which is in place of theirs, and you gain the same effects as the rage class feature from barbarian, just like rage this lasts 1 minute and after you will calm, losing the effects of this ability and instead having to roll a dc10 saving throw to not lose your current turn and getting the opposite of the rage class feature's effects, disadvantage on strength checks and saving throws, gain a decrease to damage when making a strength based weapon attack, and vulnerability to bludgeoning, piercing, and slashing damage, if at any point your special someone is incorporated into the campaign and they are killed, this feature will activate immediately without the caveat of the 1 minute cooldown