I Homebrewed a Bard college after deciding to create an Intimidation bard and finding that no colleges did this to the extent I had hoped.
Are any of these abilities overpowered, underpowered, or useless? If so, why? Additionally, do any of these skills require additional clarification?
College of Torment
Starting at 3rd level, you gain proficiency in the Intimidation skill; if you already have this skill proficiency, your proficiency bonus is doubled for any ability check you make using it.
Additionally, you gain Advantage on Charisma(Intimidation) checks against creatures with less than half their total Hit Points, who are prone, grappled, or otherwise unable to move, or who have fewer present allies than you do. This final condition does not apply if any present allies are mutual.
Starting at 3rd level, you may attempt to intimidate an enemy as a bonus action on your turn in combat. To do so, make a Charisma(Intimidation) check against one creature you can see within 15ft. The creature must succeed a Wisdom saving throw with a DC equal to your check. On a failed saved, attacks against this creature gain advantage until the beginning of your next turn.
At 6th level, choose one of the following as your preferred method of torture: fire, water, acid, piercing, or bludgeoning.
When you make a Charisma(Intimidation) check against a creature after dealing damage of the chosen type to it, that creature must succeed a Wisdom saving throw or become frightened of you for one minute. The DC for this check is 8 + your Charisma modifier + your proficiency bonus.
You have advantage on Insight(Wisdom) checks to discern if a creature who is frightened of you is lying. You may also immediately expend one use of your Bardic Inspiration die and add it to your roll. If you roll a natural 20 when making an Charisma(Intimidation) check, the target cannot knowingly lie to you.
At 14th level, the effective range of Menacing Stare is increased to 30 ft.
Any hostile creature affected by your Menacing Stare or Fear Monger abilities must succeed on a Wisdom saving throw when one of its allies is dropped to 0 hit points while within 15ft of it or be frightened of the creature who dealt the damage for one minute. The DC of this save is equal to 8 + the Charisma modifier of the creature dealing the damage + the amount of excess damage after the target reach 0 hit points.
If an creature frightened by Fear Monger is reduced to 0 hit points, any of its allies within 15 ft must make a Wisdom saving throw or become frightened of the creature dealing the damage until the start of that creature's next turn. The DC of this save is equal to 8 + the Charisma modifier of the creature dealing the damage + the amount of excess damage after the target reach 0 hit points.
You and your allies gain advantage on attack rolls against enemies that are frightened this way.
When a creature proficient in Charisma(Intimidation) is the one dealing damage, their proficiency bonus is also added to the save DC in either case.