Limelight
You're the life of the party at level 2, you can spend your movement action to perform a dance. When you do so you send your follower into a party frenzy. They gain your choice of Berserk or Enthralled status condition for 1d4 turns. If they gain Berserk they have advantage on attack rolls. If they gain Enthralled they gain resistance to B, P, S damage for 1d4 turns.
Mosh Pit
At level 7 you've learned to bask in the frenzied state you create in others. When another creature within 15 ft of you has a Mental Status condition you may make your first attack roll on your turn at advantage.
Party Feast
What's a party without good food and drink? At level 13 when you or your follower use an item with the restorative keyword, you gain bonus damage equal to half the amount restored, to your attacks until the end of next round (this bonus only applies to the person that consumed the restorative).
Life of the Party
You're presence as wild as it is, is a joy to be around and even your enemies feel its absence. Allied creatures within 10 ft of you gain +3 to attack rolls and an extra die of damage to damage rolls. Enemies that were within 10 ft of you last round, but are no longer in that range must succeed on a Charisma Saving Throw Versus your Command Save DC or suffer -3 to attack and damage rolls. Once a creature succeeds on this save they are immune to its effects.