Mantle of Inspiration - Yep, great. Though how useful later on we will see.
Enthralling performance - It seems there are quite a few conflicting thoughts on this ability but my interpretation is that it is purely for social situations and rare ones at that unless your DM engineers situations to take advantage of it.
Mantle of Majesty - I can't really see the benefit of this, you get 1 use every long rest for basically 10 uses of command. But it uses your concentration which on a bard is already in high demand. I just don't see the benefit of this.
Unbreakable Majesty - Just sounds awesome, but given that most campaigns don't really make it to LVL 14. Eh!
Now, this is probably just me not seeing the nuances of the subclass but I just can't see its value over another subclass.
Mantle of Inspiration - Yep, great. Though how useful later on we will see.
Enthralling performance - It seems there are quite a few conflicting thoughts on this ability but my interpretation is that it is purely for social situations and rare ones at that unless your DM engineers situations to take advantage of it.
Mantle of Majesty - I can't really see the benefit of this, you get 1 use every long rest for basically 10 uses of command. But it uses your concentration which on a bard is already in high demand. I just don't see the benefit of this.
Unbreakable Majesty - Just sounds awesome, but given that most campaigns don't really make it to LVL 14. Eh!
Now, this is probably just me not seeing the nuances of the subclass but I just can't see its value over another subclass.
The second two are situational. It's not uncommon to play in a campaign where you need to get things accomplished (gather information and/or garner favors) in uninviting or hostile social environments. Under those conditions the second two would be very useful, and also loads of fun. But there are also campaigns where it's essentially useless, other than for RP. If I had an interest in playing one, I would talk to the DM at session zero to get a feel for if it's a good fit.
Mostly what the other guys said. Don't forget that it's not up to your DM alone to create social situations. Use your bard's charisma to try and start a talk before starting a fight or to defuse the situation mid combat. What happens next is up to your DM and their playstyle, but always be proactive about this stuff.
And then one you've created your social situations, enthralling performance becomes a lot more used.
Though yeah, this is definitely a subclass that functions best in already RP heavy campaigns.
I play a Kenku Glamour Bard and it's amazing. Mantle of Inspiration is great regardless of level for getting you or your party out of bad situations. The temp HP is a nice boost, but it doesn't really keep up in later levels.
Enthralling Performance is a weird one. You'll never get it off in combat but it's a great ability to avoid a fight altogether.
I absolutely love Mantle of Majesty. The trick is to charm as many people as possible before you use it and it becomes one of the best save-or-sucks in the game. Charm the room with something like Hypnotic Pattern (which has no limit to the number of creatures it targets as long as they're all in a 30 ft cube) and then pop Mantle. Fight's over.
My favorite combo out of combat:
Set up in a tavern or a street conrner
Draw a crowd by playing
Use Enthralling Performance to charm the five richest people in the crowd/tavern
Use Mantle of Majesty to command them to "support!" as they throw money at me.
The thing that 5e edition does so well is that every subclass has some truly unique feature. Enthralling Performance is that for the Glamour Bard. It's the only charm effect in the game which does not turn a creature hostile after the duration has elapsed. Combine with this sentence, "If a target succeeds on its saving throw, the target has no hint that you tried to charm it," and you get an awesome, "here's something you can't do" option. I'm not saying it's game breaking or anything, just that it gives you something cool that no other character can do.
My take on Unbreakable Majesty is that it can be very effective in a duel. If there's no one else to attack and the enemy fails the save they just lose the option of attacking. Again you mostly want to avoid duels all together as a squishy bard, but with creative spell choice you can get something cool going on. Also, who doesn't love the thematic bit of, "I'm too beautiful for you to attack me?"
Mantle of Inspiration works best if you can come up with a situation appropriate description for your character's change in appearance. It's super fun if you enjoy that kind of creative challenge. Mechanically it's a great feeling when after starting with 15 CHA (I rolled two 11s, three 13s, and a 14), you bump up your stats and can affect more people. The number of temporary hit points is low because it affects groups, and at least if you're doing standard array, the size of the group increases at later levels so that the number of hit points doesn't need to increase that greatly.
I never got Mantle of Majesty to work for me, but here's a totally amazing use that worked for a player in one of my games: turn 1, Mantle of Majesty with the command, "accompany;" turn 2 (or whenever the effect takes) dimension door your temporarily willing target 500' straight up. You have to go along too, so I recommend packing feather fall. Again this isn't something that's going to appeal to min/maxers, but boy do you have a story if it works.
Actually... I just remembered that I did get Mantle of Majesty to work for me epicly once... I had been out for a session, and I came back to find that our party of level ten characters were fighting a skittering horror and the cleric was already down. Not only was the cleric already down, but in the first few turns of play our sorcerer with one level of ranger who was a walking disaster used his bag of beans to summon a hostile mummy lord. Sorcerer is tangling with the mummy lord which leaves me, a humble glamour bard; our traumatized nine year old warlock; and the tabaxi arcane archer played by a wonderful woman who nonetheless never seemed to grasp the rules in a way which would allow for expert play to handle the skittering horror (their CR is fifteen BTW). Things were going south fast. I hadn't selected much by way of damage spells; the warlock was holding onto his last slot to use for escape--all of this was in a sheer sided pit, as well--and the archer kept missing her shots. I had 5th level spells dream and modify memory. So I went for a bizarre hail Mary where I used Mantle of Majesty to command the skittering horror to sleep and dream, with its casting time of one minute, to send the horror's spirit out of its sleeping body to give us time enough to retreat. The GM might have fudged things a little toward the end, but damn if I didn't keep the horror down for eight out of the ten turns necessary!
The thing that 5e edition does so well is that every subclass has some truly unique feature. Enthralling Performance is that for the Glamour Bard. It's the only charm effect in the game which does not turn a creature hostile after the duration has elapsed.
It's not actually a general rule that charm spells automatically turn creatures hostile, many of the iconic charm spells specifically say that this happens, but not all of them. The Charm and Friends spells call this out, but things like Modify Memory, Geas, and even the Dominate spells do not say that the targets automatically become hostile. Also the Swashbuckler's Panache ability doesn't say that the target becomes hostile automatically afterwards, either.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
The thing that 5e edition does so well is that every subclass has some truly unique feature. Enthralling Performance is that for the Glamour Bard. It's the only charm effect in the game which does not turn a creature hostile after the duration has elapsed.
It's not actually a general rule that charm spells automatically turn creatures hostile, many of the iconic charm spells specifically say that this happens, but not all of them. The Charm and Friends spells call this out, but things like Modify Memory, Geas, and even the Dominate spells do not say that the targets automatically become hostile. Also the Swashbuckler's Panache ability doesn't say that the target becomes hostile automatically afterwards, either.
This one looks really interesting. I generally regard the Charm Person spell as kind of meh... too situational. It's not that it's entirely useless or bad. It's just whenever I play a spell caster there are always even better spells that I must decline because of limited preparations or spells known.
But this one doesn't even seem to be limited use, and as you pointed out, the ability does not specify that the person knows they were charmed. Unlimited discrete use of Charm Person, that is really useful.
Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
A nice way to circumvent combat! If you can just have a word before hostilities ensue, you can prevent someone from attacking and as long as your party keeps cool and doesn't break the effect, you can just keep doing it. Sweet talk the guard and as long as you don't attack them, they cannot attack you. The most they can do is try and get in your way, because even grabbing you (grapple) takes an Attack action and the charmed condition prevents them from doing that.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
A nice way to circumvent combat! If you can just have a word before hostilities ensue, you can prevent someone form attacking and as long as your party keeps cool and doesn't break the effect, you can just keep doing it. Sweet talk the guard and as long as you don't attack them, they cannot attack you. The most they can do is try and get in your way, because even grabbing you (grapple) takes an Attack action and the charmed condition prevents them from doing that.
Yeah, and if that was a Charm Person spell you can't do that because 1 minute later he knows you charmed him. "Sound the alarm! He used witchcraft on me to get in!"
But with this they don't know they're charmed. More like if you quickly get away from him, "Why did I let him in? What's wrong with me?"
It will be interesting to see how DM's rule those situations. RAW they just let you in and one minute later they don't know why.
Mantle of Inspiration -- THP and granting free movement on someone else turn. Take my money.
Enthralling Performance -- The long performance time is what leads this to either a social encounter or preparation move. Lasting an hour makes it useful.
Mantle of Majesty -- Casting command without expending spell slots using bonus actions. Take my money. No save allowed for charmed targets. Bonus.
Unbreakable Majesty -- CHA save or the attackers cannot attack, disadvantage on the attackers saves against the bard on the bard's next turn. Take my money.
Someone might think it feels lackluster, but the abilities are good.
The thing that 5e edition does so well is that every subclass has some truly unique feature. Enthralling Performance is that for the Glamour Bard. It's the only charm effect in the game which does not turn a creature hostile after the duration has elapsed.
It's not actually a general rule that charm spells automatically turn creatures hostile, many of the iconic charm spells specifically say that this happens, but not all of them. The Charm and Friends spells call this out, but things like Modify Memory, Geas, and even the Dominate spells do not say that the targets automatically become hostile. Also the Swashbuckler's Panache ability doesn't say that the target becomes hostile automatically afterwards, either.
So, fair point I missed Panache, but there's a reason Modify Memory, Geas, and Dominate don't bother with the line about creatures turning hostile--because that's already baked into the effect... Unless we're imagining the character who says, "you violated my mind and I loved it!" That seems kind of pornographic to me...
So, fair point I missed Panache, but there's a reason Modify Memory, Geas, and Dominate don't bother with the line about creatures turning hostile--because that's already baked into the effect... Unless we're imagining the character who says, "you violated my mind and I loved it!" That seems kind of pornographic to me...
My point was that it's not a general rule, it's something that has to be decided on a case by case basis. Modify Memory, for example, has a high likelihood of slipping by unnoticed, if the caster is smart about how they modify the memories of the target.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Mantle of Inspiration was super useful to my group - so much so that the player has expressed regret at not having it on every character she's played since.
MoM is also amazing and I'm baffled to see it being downplayed. Ten casts of a level 1 spell as a bonus action is nuts. It would take a level 20 sorcerer their entire pool of sorcery points and nearly half their spell slots to do that while the bard is spending 0 resources outside of the feature itself. I guess it has less utility if you have single encounter adventuring days and are swimming in spell slots, but on long days the economy of it can't be beat.
As for Enthralling Performance being "only for social situations..." Dude. It's a bard. If you don't want to have features that lean towards social situations, you're probably poking around in the wrong class. It's pretty good for what the subclass is intended to do. As someone mentioned earlier, our bard was proactive about creating situations where this was useful.
The thing that 5e edition does so well is that every subclass has some truly unique feature. Enthralling Performance is that for the Glamour Bard. It's the only charm effect in the game which does not turn a creature hostile after the duration has elapsed.
It's not actually a general rule that charm spells automatically turn creatures hostile, many of the iconic charm spells specifically say that this happens, but not all of them. The Charm and Friends spells call this out, but things like Modify Memory, Geas, and even the Dominate spells do not say that the targets automatically become hostile. Also the Swashbuckler's Panache ability doesn't say that the target becomes hostile automatically afterwards, either.
Actually the general rule is kind of the opposite; if an effect doesn't say that the creature knows it was charmed, then it does not know this. For spells specifically it may not even know that a spell was cast upon it, as a spell needs to have some kind of perceptible effect to be noticeable, so even if a charm effect fails, an enemy won't know you tried to charm them.
The first bullet point of the charmed condition is what makes charm so powerful an effect in the game; you can't attack or otherwise harm whoever charmed you, but if you think about what that means, it means the effect has actively changed how you view that creature. You may not necessarily like or trust them (unless the effect goes further) but you no longer view someone, who have just stabbed you in the guts a round earlier, as your enemy.
In terms of roleplaying a character (it's an RPG after all) this means your character has to somehow rationalise what has happened; they'll assume the enemy's previous behaviour was a misunderstanding or an accident and brush it off, before acting as if that creature is now neutral. A character might find it strange that their friends are telling them not to trust a succubus, but to the character it's the most normal thing in the world to do; I mean why wouldn't you murder your friends for the definitely real love of a beautiful fiend?
And it goes even further, because even the lightest charm effect grants advantage on social checks against the charmed target thanks to the second bullet point on that condition; for a Bard who probably has (or will get) expertise in at least one of these that's a near guaranteed success on any attempt to deceive or persuade a victim. All you have to do is not ask anything that's too unreasonable within the context of how you've charmed them (it'd be strange to ask a neutral acquaintance to betray everyone they've ever known, for example, so that one might not quite stick).
This is why charm effects can be some of the most powerful in the game. I love 'em; I love using them, I love being subjected to them. 😅
As for Enthralling Performance being "only for social situations..." Dude. It's a bard. If you don't want to have features that lean towards social situations, you're probably poking around in the wrong class. It's pretty good for what the subclass is intended to do. As someone mentioned earlier, our bard was proactive about creating situations where this was useful.
I used Enthralling Performance to great effect before combat even started. There was usually a speech, a standoff, or a monologue made either on behalf of the bad guy or the players and I would play music as a way to hype up the scene, in character in a completely tongue and cheek way. By the time the fight was about to start I would have played long enough to charm the guards.
Mantle of Inspiration - Yep, great. Though how useful later on we will see.
Enthralling performance - It seems there are quite a few conflicting thoughts on this ability but my interpretation is that it is purely for social situations and rare ones at that unless your DM engineers situations to take advantage of it.
Mantle of Majesty - I can't really see the benefit of this, you get 1 use every long rest for basically 10 uses of command. But it uses your concentration which on a bard is already in high demand. I just don't see the benefit of this.
Unbreakable Majesty - Just sounds awesome, but given that most campaigns don't really make it to LVL 14. Eh!
Now, this is probably just me not seeing the nuances of the subclass but I just can't see its value over another subclass.
The second two are situational. It's not uncommon to play in a campaign where you need to get things accomplished (gather information and/or garner favors) in uninviting or hostile social environments. Under those conditions the second two would be very useful, and also loads of fun. But there are also campaigns where it's essentially useless, other than for RP. If I had an interest in playing one, I would talk to the DM at session zero to get a feel for if it's a good fit.
Mostly what the other guys said. Don't forget that it's not up to your DM alone to create social situations. Use your bard's charisma to try and start a talk before starting a fight or to defuse the situation mid combat. What happens next is up to your DM and their playstyle, but always be proactive about this stuff.
And then one you've created your social situations, enthralling performance becomes a lot more used.
Though yeah, this is definitely a subclass that functions best in already RP heavy campaigns.
Beardy druid.
Very beardy druid. With a cap.
There is an interesting combination between glamour bard and archfey warlock using fey presence and mantle of majesty.
I play a Kenku Glamour Bard and it's amazing. Mantle of Inspiration is great regardless of level for getting you or your party out of bad situations. The temp HP is a nice boost, but it doesn't really keep up in later levels.
Enthralling Performance is a weird one. You'll never get it off in combat but it's a great ability to avoid a fight altogether.
I absolutely love Mantle of Majesty. The trick is to charm as many people as possible before you use it and it becomes one of the best save-or-sucks in the game. Charm the room with something like Hypnotic Pattern (which has no limit to the number of creatures it targets as long as they're all in a 30 ft cube) and then pop Mantle. Fight's over.
My favorite combo out of combat:
The thing that 5e edition does so well is that every subclass has some truly unique feature. Enthralling Performance is that for the Glamour Bard. It's the only charm effect in the game which does not turn a creature hostile after the duration has elapsed. Combine with this sentence, "If a target succeeds on its saving throw, the target has no hint that you tried to charm it," and you get an awesome, "here's something you can't do" option. I'm not saying it's game breaking or anything, just that it gives you something cool that no other character can do.
My take on Unbreakable Majesty is that it can be very effective in a duel. If there's no one else to attack and the enemy fails the save they just lose the option of attacking. Again you mostly want to avoid duels all together as a squishy bard, but with creative spell choice you can get something cool going on. Also, who doesn't love the thematic bit of, "I'm too beautiful for you to attack me?"
Mantle of Inspiration works best if you can come up with a situation appropriate description for your character's change in appearance. It's super fun if you enjoy that kind of creative challenge. Mechanically it's a great feeling when after starting with 15 CHA (I rolled two 11s, three 13s, and a 14), you bump up your stats and can affect more people. The number of temporary hit points is low because it affects groups, and at least if you're doing standard array, the size of the group increases at later levels so that the number of hit points doesn't need to increase that greatly.
I never got Mantle of Majesty to work for me, but here's a totally amazing use that worked for a player in one of my games: turn 1, Mantle of Majesty with the command, "accompany;" turn 2 (or whenever the effect takes) dimension door your temporarily willing target 500' straight up. You have to go along too, so I recommend packing feather fall. Again this isn't something that's going to appeal to min/maxers, but boy do you have a story if it works.
Actually... I just remembered that I did get Mantle of Majesty to work for me epicly once... I had been out for a session, and I came back to find that our party of level ten characters were fighting a skittering horror and the cleric was already down. Not only was the cleric already down, but in the first few turns of play our sorcerer with one level of ranger who was a walking disaster used his bag of beans to summon a hostile mummy lord. Sorcerer is tangling with the mummy lord which leaves me, a humble glamour bard; our traumatized nine year old warlock; and the tabaxi arcane archer played by a wonderful woman who nonetheless never seemed to grasp the rules in a way which would allow for expert play to handle the skittering horror (their CR is fifteen BTW). Things were going south fast. I hadn't selected much by way of damage spells; the warlock was holding onto his last slot to use for escape--all of this was in a sheer sided pit, as well--and the archer kept missing her shots. I had 5th level spells dream and modify memory. So I went for a bizarre hail Mary where I used Mantle of Majesty to command the skittering horror to sleep and dream, with its casting time of one minute, to send the horror's spirit out of its sleeping body to give us time enough to retreat. The GM might have fudged things a little toward the end, but damn if I didn't keep the horror down for eight out of the ten turns necessary!
It's not actually a general rule that charm spells automatically turn creatures hostile, many of the iconic charm spells specifically say that this happens, but not all of them. The Charm and Friends spells call this out, but things like Modify Memory, Geas, and even the Dominate spells do not say that the targets automatically become hostile. Also the Swashbuckler's Panache ability doesn't say that the target becomes hostile automatically afterwards, either.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
This one looks really interesting. I generally regard the Charm Person spell as kind of meh... too situational. It's not that it's entirely useless or bad. It's just whenever I play a spell caster there are always even better spells that I must decline because of limited preparations or spells known.
But this one doesn't even seem to be limited use, and as you pointed out, the ability does not specify that the person knows they were charmed. Unlimited discrete use of Charm Person, that is really useful.
Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
A nice way to circumvent combat! If you can just have a word before hostilities ensue, you can prevent someone from attacking and as long as your party keeps cool and doesn't break the effect, you can just keep doing it. Sweet talk the guard and as long as you don't attack them, they cannot attack you. The most they can do is try and get in your way, because even grabbing you (grapple) takes an Attack action and the charmed condition prevents them from doing that.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Yeah, and if that was a Charm Person spell you can't do that because 1 minute later he knows you charmed him. "Sound the alarm! He used witchcraft on me to get in!"
But with this they don't know they're charmed. More like if you quickly get away from him, "Why did I let him in? What's wrong with me?"
It will be interesting to see how DM's rule those situations. RAW they just let you in and one minute later they don't know why.
My thoughts.
Someone might think it feels lackluster, but the abilities are good.
As for the charm person spell, I never take it.
So, fair point I missed Panache, but there's a reason Modify Memory, Geas, and Dominate don't bother with the line about creatures turning hostile--because that's already baked into the effect... Unless we're imagining the character who says, "you violated my mind and I loved it!" That seems kind of pornographic to me...
My point was that it's not a general rule, it's something that has to be decided on a case by case basis. Modify Memory, for example, has a high likelihood of slipping by unnoticed, if the caster is smart about how they modify the memories of the target.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Mantle of Inspiration was super useful to my group - so much so that the player has expressed regret at not having it on every character she's played since.
MoM is also amazing and I'm baffled to see it being downplayed. Ten casts of a level 1 spell as a bonus action is nuts. It would take a level 20 sorcerer their entire pool of sorcery points and nearly half their spell slots to do that while the bard is spending 0 resources outside of the feature itself. I guess it has less utility if you have single encounter adventuring days and are swimming in spell slots, but on long days the economy of it can't be beat.
As for Enthralling Performance being "only for social situations..." Dude. It's a bard. If you don't want to have features that lean towards social situations, you're probably poking around in the wrong class. It's pretty good for what the subclass is intended to do. As someone mentioned earlier, our bard was proactive about creating situations where this was useful.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Actually the general rule is kind of the opposite; if an effect doesn't say that the creature knows it was charmed, then it does not know this. For spells specifically it may not even know that a spell was cast upon it, as a spell needs to have some kind of perceptible effect to be noticeable, so even if a charm effect fails, an enemy won't know you tried to charm them.
The first bullet point of the charmed condition is what makes charm so powerful an effect in the game; you can't attack or otherwise harm whoever charmed you, but if you think about what that means, it means the effect has actively changed how you view that creature. You may not necessarily like or trust them (unless the effect goes further) but you no longer view someone, who have just stabbed you in the guts a round earlier, as your enemy.
In terms of roleplaying a character (it's an RPG after all) this means your character has to somehow rationalise what has happened; they'll assume the enemy's previous behaviour was a misunderstanding or an accident and brush it off, before acting as if that creature is now neutral. A character might find it strange that their friends are telling them not to trust a succubus, but to the character it's the most normal thing in the world to do; I mean why wouldn't you murder your friends for the definitely real love of a beautiful fiend?
And it goes even further, because even the lightest charm effect grants advantage on social checks against the charmed target thanks to the second bullet point on that condition; for a Bard who probably has (or will get) expertise in at least one of these that's a near guaranteed success on any attempt to deceive or persuade a victim. All you have to do is not ask anything that's too unreasonable within the context of how you've charmed them (it'd be strange to ask a neutral acquaintance to betray everyone they've ever known, for example, so that one might not quite stick).
This is why charm effects can be some of the most powerful in the game. I love 'em; I love using them, I love being subjected to them. 😅
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
I used Enthralling Performance to great effect before combat even started. There was usually a speech, a standoff, or a monologue made either on behalf of the bad guy or the players and I would play music as a way to hype up the scene, in character in a completely tongue and cheek way. By the time the fight was about to start I would have played long enough to charm the guards.
Basically, this: