### College of Glamour: Revisited
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

This variant to the subclass is intended to move away from the combat-oriented nature that permeates all of Dungeons and Dragons, and make it more true to the idea of a brilliant and mesmerising performer

##### College of Glamour Features
| Bard Level | Feature |
|:----:|:-------------|
| 3rd  | Mantle of Inspiration, Enthralling Performance |
| 6th  | Mantle of Majesty |
| 14th | Unbreaking Majesty |

#### Mantle of Inspiration
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that wonders and amazes your allies

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them, in inspired by your wonder,  can use your modifier rather than theirs for the next performance check they make within a minute

#### Enthralling Performance
Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. 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 is magically enthralled by your performance. They will treat you with reverence, idoloise you and will agreee with you on all things unless it would normally be diametrically opposed to it. the effect ends after one hour, but the targets will all maintain a lingering respect for you for up to a week

If a target succeeds on its saving throw, the target has no hint that you ever used magic

Once you use this feature, you can’t use it again until you finish a short or long rest.

#### Mantle of Majesty
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you or under the effect of your Enthralling Parformance automatically fails its saving throw against the command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

#### Unbreaking Majesty
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

In addition, as a bonus action, you can assume a magically majestic presence for 1 hour or until you are incapacitated. For the duration, you can add you proficiency modifier to any ability check made to amaze, terrify or otherwise wow a crowd, even if you already have proficiency or expertise. Additionally, any creature that can see you within 60ft that is not dedicated to another task (doing a job, being involved in combat, etc) must make a WIS save against you spell save DC, on a failure you gain its attention. This group of people is your crowd. While its size exceeds 20 people, You can direct your crowd to do different actions, such as travel short distances or cause unrest. each unique command you give requires the use of a spell slot of first level or higher

Once you assume this majestic presence, every time you take a long rest roll a d4, on a roll of 4 you gain this feature back