At 3rd level, when you cast spells that require material or verbal components, you can expend a use of your bardic inspiration as you cast it. If you do you may ignore the verbal and material components. If the spell does not require somatic components, it gains them. Material components with a cost must still be provided.

Homebrew by /u/LaynePlaysGames

Art credit to Nintendo of America

Master of Mimicry When you choose this college at 3rd level, you become adept at mimicking the actions of others. Choose one of the following options: Combat Mimicry. You can use the attack action to mimic an attack with an imaginary version of a weapon you are proficient with. When you do, make a melee spell attack. This attack has the same damage die as the weapon you are imitating (e.g. mimicking an attack with a shortsword will deal 1d6 damage.) Add your Charisma modifier to the damage roll, instead of Dexterity or Strength. Mirrored Behavior. When you see another creature make a saving throw or ability check, you can use your reaction to copy their movements. If you do, you have advantage on the next save or check of the same kind that you make (e.g. if you mimic a Deception (Charisma) check, you have advantage on your next Deception (Charisma) check.)

Sturdy Illusion At 6th level, you can harness the magic of your performance to conjure invisible objects. As a bonus action, you can conjure one of the following objects: Balloon You conjure a balloon that lifts you a few inches off the ground. For 1 minute, you are unaffected by difficult terrain. Box: You conjure an invisible box around a point that you can see within 30 feet. The box measures 5 feet on each side and can be up to 10 feet tall. A creature within the box must make a Wisdom saving throw against your spell save DC. On a failure, the creature is trapped, and its movement speed is reduced to 0 until the end of your next turn. Gust: You conjure up a strong wind. Choose a number of creatures within 10 feet of you. These creatures must succeed on a Dexterity saving throw against you your spell save DC or be pushed back 5 feet. Rope: You conjure a length of invisible rope. As an action, you can attempt to lasso a creature within 10 feet. The target must make a Dexterity saving throw against your spell save DC. On a failure, the target is paralyzed until the end of your next turn. Wall: You conjure a small wall in front of a creature you can see within 30 feet. the wall is 3 feet tall, 1 foot thick, and 5 feet wide. The wall provides half cover to medium creatures, and 3/4 cover to small creatures. The wall disappears at the end of your next turn. You can use this feature a number of times equal to your Charisma modifier. You regain all uses at the end of a long rest.