5E has strong social effect in the DMG, page 244. It's not intended for vs PC use, but it's definitely there for PCs to non-magically alter the reaction of the NPC, and that alteration can move one from neutral to actively helpful (given a high enough roll)...That doesn't mean I don't think the GM should ever cross the line: it just needs to be specified in the rules and mechanics. That might range from D&D 5e (where "magic" is required)
Using it vs PC's is off-label, but if part of the social contract of the game as a house rule, can make for some really fun play. It's a higher level of ceding control over the character by the player to the combination of GM and rules.
The transfer of authority is fundamental in rules based roleplay. It is the singularly most fundamental aspect of it being a game.
Let's take and expand this to the absurd level...
Two players, a table, and a chess set.
They can, as they choose, move the pieces about, and play with the chess set. They could even use it to play any of several games... Chess being the intended, but you can play checkers with a chess set (8 pawns, and the 2 rooks and 2 bishops are my favored subset). You can also play tablero, or xiangqi. Or one of several mensa-developed variants upon chess.
Simply moving the bits about generally isn't amusing past about age 10... but one cedes options to turn it from a toy to a game, and in the process, increase the intellectual reward.
RPGs differ only in that the pieces are mental - tho' some have physical items tied to them. It is by limiting choices that those choices restrict outcomes, and in the process, increase the value of the game play.