There are a number of different strategies one can take (besides the possibly obvious: remove material spell components/focuses/holy symbols/etc.):
- Make the jail special
Suppress sound (e.g., permanent or ongoing silence) to eliminate verbal spell components
Suppress light so that the spell caster cannot, for example, target individuals or locations via line-of-sight (e.g., use illusions over doors or windows to block line of sight).
Suppress divination (e.g., permanent or ongoing nondetection) so that the spell caster’s buddies cannot scry in order to pop in via, say, teleport, and rescue them.
The jail is built in an area that "naturally" suppresses, hampers or distorts magic.
The jail is constructed using permanent or ongoing anti-magic spells
NOTE: Following up on one of SevenSidedDie’s comments on the original question, spell caster-proof jails may be rare enough and expensive enough things, that one would not expect small towns, or even necessarily any particular city to have the capacity to hold a spell caster (although this will depend somewhat on how common spell casters are in the campaign setting, for example, if every small town has a few high level casters, then these kinds of jail enhancements might be common). This kind of scarcity might make the possession of a spell caster-proof jail a special resource for a region, or even between nations/principalities/city states/etc. where extradition treaties, rendition treaties, or even trade treaties are negotiated around arranging the incarceration of a spell caster (imagine a side narrative about arranging the transfer of a incarcerated spell caster: fun!).
- Alter the incarcerated spell caster
Magically compel the spell caster not to use spells while incarcerated in jail (e.g., a geas, some really nasty custom curse, mark of justice, etc.).
Make the spell caster wear some difficult to remove (probably homebrew) magic item that suppresses somatic movements, sounds, or even magic.
Tag the incarcerated caster with difficult to remove tracking and summoning magic, and make them aware that there will be sanctions for jailbreaks.
Place the spell caster in some kind of suspended animation (e.g., the vanish sink spell of 1st edition AD&D).
Drug the spell caster so that they are incapable of casting (per orlp’s excellent comment).
- Have the jail include guardians who are practiced at containing spell casters.
Abjurationist wardens
Mage-slayer wardens (perhaps equipped for and specializing in non-lethal combat and restraint)
Wardens equipped with anti-magic devices
Wardens that are magic-suppressing, magic resistant, or magic immune monsters or constructs.
- Make compelling appeals to the incarcerated spell caster’s reason, morality or emotions
Threaten the spell caster’s familiar, family, colleagues, or benefactor with sanctions (e.g., your family pays a huge fine if you jail break; your familiar will be destroyed if you jail break; your teacher will be stripped of standing in the college of magic if vouchsafed spell casting students jail break; your first born child will receive the spell caster’s sentence if they jail break; etc.).
Appeal to the sanctity of law (if that is something that the spell caster cares about).
Escalate the legal threats against the spell caster by compounding an original crime with a jail break (e.g., the punishment originally was 6 weeks in the clink and a small fine, now it is the amputation of your right hand).
Make plea deals, so that publicly the spell caster is seen as punished, but the powers that be arrange to trade benefit for leniency in actual sentencing.
Mostly balanced except for Dance of the Dead
Overall this subclass doesn't appear to be too unbalanced. Playtesting it as you are probably gives you a better idea than any of us would have purely from reading the rules.
Grim Secrets
Part one of this feature seems fine. Though no other college gain a cantrip at this level I don't feel this is fundamentally different to any of the others.
Part two is harder to guess at as it grants an ongoing improvement rather than a static benefit. To fully know if this is OP I would have to compare all necromancy spells to all bard spells and see if this adds a significant amount of power. I feel as though it may be a little over powered compared to the existing subclasses.
Potentially consider moving this to the sixth level to mirror Additional Magical Secrets of the Lore Bard.
Haunted Eyes
Advantage against fear is common enough from many sources so not a big deal. Necrotic resistance is good but situational so not game breaking.
Dance of the Dead
This feature seems to be both over powered and goes against the normal design principles. For reference the other subclasses gain at this level:
- Additional Magical Secrets (Lore), two spells of your choice
- Extra Attack (Valor/Swords), as it says
- Mantle of Majesty (Glamour), Command as bonus action for 1 minute. Once per long rest
- Fool's Insight (Satire), detect thought CHA mod per long rest
- Mantle of Whispers (Whispers), situational disguise
This feature also uses Bardic Inspiration in a way that no other subclass uses them, more akin to the way superiority die are used than bardic inspiration.
This is the feature that needs the most work and I would consider scrapping entirely for something different.
Rule the still heart
This feature is fine, it could actually be considered weak since it only affects one creature per long rest and they get a saving (possibly with advantage).
Suggestions
This isn't too bad as a first attempt of the subclass. I would suggest re-doing dance of the dead. Potentially replacing it entirely. Allow me to propose some features for you, not sure if it suits 6th or 14th level better though.
Grave Humour
When an Undead Creature under your control, that you can see within 60 feet of you makes an attack roll, an ability check or saving throw, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the Undead's result. You must decide before the DM says whether the roll succeeds or fails.
Puppet Master - credit to Doc in comments
When you use the Attack action on your turn, if a creature you control can see you, it can use its reaction to make a melee attack. Only one creature you control can do this per round.
Best Answer
Creatures in the MM that have some ability to heal (skip to "Summary of Results" for breakdown:
Aboleth (situational, requires charmed target to heal 3d6, deals same amount to target, aberration CR 10)
Deva (3/day, heals 4d8+2, CR 10), Planetar (4/day, heals 6d8+3, CR 16) and Solar (4/day, heals 8d8+4, CR 21) all these celestials can only heal others.
Couatl (3/day, Cure Wounds, CR 4, Celestial)
Demilich (At will, heals 6d6-18d6 , CR 18, Undead) healing dependent on # of targets failing DC 19 CON save.
Drow Priestess (2 Cure Mass wounds, max 13 Cure Wounds, CR 8, humanoid)
Flameskull (regains all health 1 hour after death unless holy water, remove curse, or dispel magic is applied to remains, CR 4, Undead)
Clay Golem (regains health equal to acid damage delt to it, CR 9, Construct), Flesh Golem (ditto with lightning, CR 5, Construct), Iron Golem (ditto with fire, CR 16, Construct) only relevant if wrong damage type used.
Hydra (regains 10 HP per head regrown, CR 8, Monstrosity) heads only regrow after a head dies (25 damage in a single turn, no fire damage or heads don't regrow)
Kuo-Toa Archpriest (2 mass cure wounds, CR 6, Humanoid)
Oni (regains 10 per turn, CR 7, Giant)
Revenant (regains 10 per turn unless subjected to fire or radiant, CR 5, Undead)
Sahuagin Priestess (3 mass healing words, CR 2, Humanoid)
Shambling Mound (heals from lightning damage, CR 5, Plant)
Shield Guardian (regains 10 per turn, CR 7, Construct)
Slaad (all varieties regain 10 per turn, CR 5-10, aberration)
Troll (regains 10 unless subjected to fire or acid, CR 5, Giant)
Unicorn (3/day healing touch 2d8+2, Heal Self legendary action (costs 3 actions, 2d8+2), CR 5, Celestial) healing touch only works on others
Vampire (heals 20 unless in sunlight, running water, or subjected to holy water or radiant damage, can also bite [subject to restrictions] for 3d6 healing, CR 13, Undead)
Vampire Spawn (heals 10 under same conditions as vampire, bite can heal 2d6, CR 5, Undead)
Will-O-Wisp (heals 3d6 when killing target with Consume Life, CR 2, Undead)
In addition, Acolytes and Priests can cast Cure Wounds.
Summary of Results
All creatures except the Acolyte, Priest, Sahuagin Priestess, and Will-O-Wisp are at least CR 4, with the vast majority being CR 5 or above. The healing in question is also fairly minor about equal to 1 hit from a fighter at 5th level. The more devastating heals come from boss monsters like the demilich or only heal others like the angels.
In terms of creature type: Humanoids have the most variety due to spellcasting. Undead and Aberrations are the most common creature types, followed by Constructs and Celestials.
It is difficult to say what type of campaign will encounter these the most, although evil campaigns are likely to encounter celestials (which are almost if not all good aligned). There is sufficient variety that any campaign could conceivably fight these creatures, most of which will probably serve as a "boss" depending on the level of the campaign.
Note: I only have access to the monster manual, I do not know what can be found in the expansion guides.