You have mastered the arts of diplomacy. Twice per long rest, If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If the creature is opposed to you your check is made with disadvantage. If the creature is Enraged, or Hostile to you, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
You have mastered the art of shifting blame off of yourself, and often onto other people. You have advantage on Charisma (Deception) checks to convince someone of your innocence. If your check passes, you can roll a Charisma (Deception) check contested by a Charisma (Persuasion) check to shift the blame to another creature of your choosing.
You have mastered the ability to get people to follow you. In a settlement of village size or larger you can attract a number of commoners equal to 5 times your Charisma modifier who will serve you loyally and even fight for you, at no cost besides basic lifestyle expenses. You may use a bonus action on each of your turns to command the commoners to take one of the following actions in addition to their movement: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object. The commoners add your proficiency bonus to their AC, attack rolls, and damage rolls, and your level to their HP.