Base Class: Bard
Your college is steeped in the idea that the wind will guide, protect, and set free those who commit themselves to follow its path. You follow where the wind leads you, and allow your mind to wander and frolic just as the wind does. You trust the wind and don't like still, enclosed spaces where there is no wind. To you, a stiff breeze, or even a breath of fresh air can be a sign of direction or guidance.
With the wind at their backs, Bard's of the college of wind emphasize the experience of travel. While other bards can claim to know many things, you have been many places, and your wanderlust can never be satisfied. Your music, like the wind, can be slow or speedy, rise and fall, and change direction quickly. You are adept at weaving this music together with magic to command the wind, shaping it to your will, and quickening the movements of yourself and your allies.
Songs of Breeze and Bluster
When you join the College of Wind at 3rd level, and again each time you gain a feature in this subclass, you learn spells that bend the flow of the wind and call it according to your whim. If you do not already know it, you learn the Gust cantrip. At levels 3, 6, and 14, you may choose one of the spells from the options listed. You learn this spell, and it counts as a Bard spell for you. These spells do not count against your spells known.
Level 3: Feather Fall, Warding Wind, or Gust of Wind.
Level 6: Fly, Wind Wall, or Haste.
Level 14: Steel Wind strike, Wind Walk, or Whirlwind.
Rushing Inspiration
Also at 3rd level, Whenever you use your bardic inspiration ability, you may push a creature within 5 ft of the creature you inspire (including the creature itself) up to 15 ft in a direction you choose. You may choose if this movement provokes an opportunity attack. Until that creature rolls the bardic inspiration die, it gains 10ft of movement, and it has advantage on all Dexterity (acrobatics) checks until it rolls the inspiration die, including the roll it chooses to use the inspiration die for (so long as it is an acrobatics check).
Wandering Winds
At 6th level, as an action, you can fix a location in your mind, and a breeze begins to blow from your location along the easiest path to that location for 1 hour. When traveling with the wind, traveling and movement speed is doubled for you and any friendly creatures you choose within 30ft. You may end this effect early as a bonus action.
If this effect is not active, you can instead converge the winds on yourself or a single other creature you can see, as a bonus action, doubling their movement and granting them an additional action until the end of their next turn. That action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action.
You can use either of these features a number of times equal to your Charisma modifier per long rest.
One with the Gale
Starting at 14th level, as an action, you may expend one use of your bardic inspiration die to caste Investiture of Wind without using a spell slot. You may cast the spell this way regardless of wether you otherwise know the spell.
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