Students of the College of Law are masters of semantics, and specialize in the formation of contracts. These bards also tend to take an interest in the affairs of otherworldly entities, and fervently hunt knowledge of the True Names of such creatures, in order to gain power over them. Bards of this college are often reviled, but may be sought after by certain unscrupulous individuals for dark purposes.

Tongue of the Fiend

When you join the College of Law at level 3, you gain proficiency in Persuasion. If you already have this proficiency, choose another skill instead. Your proficiency modifier is doubled when attempting to persuade a creature whose True Name you know. Additionally, such creatures have disadvantage on Wisdom saving throws against spells you cast.

Most mortals simply use their True Name as their ordinary full name, but creatures of magic (such as elves and devils) will know to keep such information a secret, and discovering it may take some extra effort.

Weaver of Wills

Also at 3rd level, when a creature attempts to target an ally under the effects of your Countercharm with a spell, it must make a Wisdom saving throw or choose a new target/waste their spell slot. Spells with an area of effect are not affected by this ability. If you know the True Name of the creature, it automatically fails its save.

Unbreakable Contract

At 6th level, you can forge a magically sealed contract between two willing creatures. You write this contract on a sheet of paper or parchment, and both parties must willingly sign it. If one party cannot understand the contract, or if they are being magically influenced, the contract fails.

While the contract exists, both parties are considered to be under the effect of a 7th level geas spell, forcing both to follow the contract's stipulations. The contract disintegrates after one year, or if the terms of the contract are fulfilled. If the contract is destroyed by any means, this effect ends.

This ability can be used once per month.

Keeper of Names

Beginning at 14th level, if you know a creature's True Name, you can summon them to your side instantly as an action (expending a 7th level spell slot to do so). If the creature is unwilling, they must make a Wisdom saving throw to avoid being summoned, and if they are actively hostile towards you, they make this save with advantage. Creatures you summon are under no special obligation to follow your commands, they simply appear at a point you can see within 5 feet of yourself. The creature can choose to return after 1 minute passes - if they do not, they must find another way home.

You also learn the True Name of one creature in the fey/fiend/celestial group, with a CR of 5 or less.