College of the Wind
Bards of the College of the Wind value a simple truth: not everything needs to come from them. Nature needn't serve only as inspiration. The sky brings on it a melody to be harnessed, phantom fingers seeking the strings of a harp.
The bards of this college thrive wherever wind rushes across earth. They love open air stages and surround their audiences with sound, seeking to inspire those who feel voiceless. "The wind carries many things," they promise, "and it can carry you."
Harmony in the Trees
When you join the College of the Wind at 3rd level, you find you can ask for what you need. You learn the druidcraft and guidance cantrips, which count as bard cantrips for you and don't count against the number of cantrips you can learn. When casting druidcraft, you can create an improvised form of a musical instrument you are proficient with out of plant growth. This instrument cannot be played by anyone except you.
Words in the Harmony
Also at 3rd level, you have learned to place your incantations within the notes of your instrument. Whenever you cast a spell, you can choose to replace a verbal component with a somatic component when using a musical instrument as your spellcasting focus. Areas of silence have no effect on a creature's ability to hear you perform with a musical instrument.
Wind in the Words
Starting at 6th level, you are able to alight whispers of reassurance on the air around you. While performing with a musical instrument, or until the end of your next turn after casting a spell using a musical instrument as your spellcasting focus, any creature up to 120 feet away that has a Bardic Inspiration die from you can cast message without verbal or material components and gains the benefits of your Countercharm feature. A creature must be able to hear you to gain this benefit.
Additionally, the duration of your Bardic Inspiration increases to 1 hour.
Trees in the Wind
At 14th level, you show that together we are unshakable. As an action, choose a number of creatures within 60 feet of you who can hear you equal to your Charisma modifier (minimum of one). Each creature gains one Bardic Inspiration die. This does not expend a use of your Bardic Inspiration feature.
Once you use this feature, you can't use it again until you finish a long rest.
Additionally, any creature that has a Bardic Inspiration die from you can use the Help action as a bonus action on each of their turns.
Let the wind be your voice...