A combo I would love to run would be either the rogue mastermind or assassin and a college of whispers bard. Add changeling as race and you would have an ultimate infiltrator and spy.
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Game: D&D 5e Group preferred: Either Online or Face to Face Experience: 3 years Location/Timezone: CST, Southern US Availability: Most week nights and some weekends Preferred role: Player Game style: Semi Casual with Combat and Role Play
Lore Bard + Draconic Sorcerer. Insane spellcasting, loads of spell slots, and metamagic your charm spells. Also Draconic Defense and extra hitpoints from the Sorcerer (Plus shield and Absorb Elements) will help your Bard survive, while giving you all the spells you would have already taken with magical secrets, letting you get some juicy druid, cleric, or paladin spells (Find Steed, Healing Spirit, Find Greater Steed, Heroes' Feast, Mass Heal etc).
I think that would be either the most potent or up there as far as double casters go. I could also see Lore Bard + Hexblade Warlock if you wanted to go a more marshal route, with medium armor and shield proficiency. Also you would get a few extra spell slots per short rest, but not as much overall as the Sorcerer.
Warforged lore bard/battlemaster with the new UA unarmed fighting style and manouvers. Be an artificial purpose built gladiator/prowrestler. Plenty of things to do with bonus actions and reactions and the spells offer plenty of tricks in and out of combat.
Barbarian/battlemaster would offer a non-magical variant that could be any race due to the unarmoured defence. But would miss out off the fun off smack talking with vicious mockery, cutting words and counter spell, aswell as having all the illusion magic for stage effects/entrance music and 'roiding up with enlarge.
Fighter (Rune Knight)/Sorcerer (Giant Soul) A bit on the MAD side but all the giant magic abilities could be fun on a race with powerful build.
Blood Hunter (Order of the Lycan)/Barbarian (Totem Warrior) Go wolf totem and shifter race for maximum accuracy. Rage while in hybrid form to peel fools apart with your claws.
Blood Hunter (Order of the Ghost Slayer)/Paladin (Oath of Vengeance) Main weapon should be a whip and you really don't like undead and fiends.
Blood Hunter (Order of the Profane Soul)/Warlock (Any) Needing Cha and WIs is tough but getting to be almost a double Warlock is too good to pass up.
Blood Hunter (Order of the Mutant)/Ranger (Monster Slayer) Geralt from The Witcher.
Fighter (Psychic Warrior)/Rogue (Soulknife) Much like an Eldritch Knight/Arcane Trickster gestalt, INT will do a lot of heavy lifting. Augmented Strikes + Psychic Blade w/ Two-Weapon Fighting = decent frontline damage. Agonizing Strikes + Rend Mind = 2d10+12d6 psychic damage w/ a CON save vs prone and INT save vs stunned
Rogue/Warlock is a great combination. Especially as a face, infiltrator, etc. Some of the invocations are amazing in combination (like Mask of Many Faces, One with Shadows, etc). And some of the spells are very useful.
I made a gestalt character once on a whim thinking of what I would want to play if I ever played a gestalt SOLO campaign.
Changeling Lore Bard/Divine Soul.
If multi-classing and feats are allowed it would be a Changeling Lore Bard 18 / Fighter 2 // Chainlock (Old One) 3 / Divine Soul 17
Very SAD focused on Charisma. Agonizing Blast and Voice of the Chain Master Invocations. Quicken, Subtle and then Twin metamagic. Acting and Lucky Feats. Charlatan background and some training to learn lockpicks. Expertise in Deception, Perception, and Stealth. Suit of Glamoured Studded Leather for quick change disguises.
Absolute master of the exploration and social pillars. Cantrips and Utility spells out the wazzu. Expert in avoiding combat but can easily run or even fight if needed with the Darkness/See in Darkness giving him the edge with an ample selection of combat spells to draw on. Magical Secrets to pick a few special spells I don't get from all the spell lists I already get.
If it wasn't a solo campaign I'd shift it to a Half-elf. Go Hexblade instead of Pact of the Chain. Replace Voice of the Chain with Repelling Blast Replace Acting with Elven Accuracy. Take the criminal background and make my metamagic Quicken, Twin, and then Heightened.
While any Paladin/Warlock gestalt works so well it's sick, Vengeance/Hexblade seems like the best raw damage dealer. Hex, eldritch smite, paladin smites, hunter's mark... ect.
Way of Shadows Monk/Assassin Rogue seems the best way to get that master of stealth, misdirection, disguise, and ambush. He'd be so deadly if he pull off all tricks.
School of Invention Wizard/Armorer Artificer "He built it in a cave with a box of scraps!" indeed. Slap this on a warforged to make a true "man of iron"
I did some random table gestalts and made a zealot barbarian/ necromancer wizard. At first I was kinda laughing about it but after making it I realized how terrifying that would be as an enemy. This undying martial beast who runs in with his hoards of undead.
a vengeance paladin/ collage of swords bard is a super scary combo giving the paladin easy access to both haste and a ton of 5th level slots. That with the paladins aura of protection for saving throws and the ability to increase AC with Defensive Flourish makes them hard to even hurt if you survive their 3-4 5th lvl smites.
Drunken master monk/ bladesinger wizard givers you insane speed with blade song and monk speed. With great stats you can get a 25 AC before you even add in the +2 from haste. Drunken Technique gives you an easy way to get out of danger plus an extra 10 feet movement. Mixing that with the change in tasha's that lets bladesingers use a cantrip as one of their extra attacks means planting a booming blade and getting away is even easier.
something makes me feel as if doing this in 5e is not quite right, maybe it is becuase of how spell slots already pool together from different classes unlike 3.5e and how that presents issues, maybe it is becuase of how saving throws, base attack bonus and dead levels have changed in such a manner that more of the reason to gestalt has been removed, maybe it is how the limitations of each class is way less restrictive nowadays, maybe it is how abillity score increases have changed, i really do not know, but whatever the case i feel that 5e is way less gestalt friendly than 3.5 and 2e pathfinder.
What i will say is that you are missing out on a fantastic combo of rouge and abjuration wizard, at 11th level they are able to add their proficiency bonus to all checks for dispel magic and counterspell, and reliable talent means that so long as they have an intelegence score of 20 by now they are able to automatically dispel and counterspell a spell of any level with a spell slot of any level (above 3rd). This is absolutely broken and i thought it was such a shame that the system did not allow me to go past level 20 and break the entire system but now that you have so politely broken the system for me i can just do that for free, hooray!
not to mention the absolute chaotic fun that is the new version of the bladesinger plus the new version of the artillerist artificer, regular firearm pistol from the DMG in one hand, special wand-gun in the other, no need to worry about the loading property when one of your attacks can be a cantrip, or i could always just use an infusion slot to ignore the loading property alltogether
also storm soul sorcerer and tempest cleric, i can deal a bunch of lightning damage and push people whenever i deal lightning damage and fly arround everywhere thanks to both subclass capstones
not to even mention the absolute joy of playing a warlock /wizard who gets to feel like the "finder and keeper of secrets" and unearther of occult lore that the player's handbook and xanatar's guide to everything describes them as
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
One of the best combos would be Barbarian/Rogue. Wield a Rapier and reckless to auto sneak your opponents just make sure you’re using STR with Finesse and you’re good to go. You’re also nigh unkillable between tanking hits with bear totem and using uncanny dodge to further reduce a reall nasty hit you take.
I'm playing in a homebrew campaign right now where my DM had everyone make Gestalt characters. We're supposed to end up becoming the gods in his world lore, since he wants to use that world for all of his campaigns. Anyway, i digress; I'm playing an Elf Bladesinger Wizard 20/Champion Fighter 10. I love it!
I'm playing in a homebrew campaign right now where my DM had everyone make Gestalt characters. We're supposed to end up becoming the gods in his world lore, since he wants to use that world for all of his campaigns. Anyway, i digress; I'm playing an Elf Bladesinger Wizard 20/Champion Fighter 10. I love it!
that is not possible by the gestalt character rules, the whole point of it is that when you level up, you level up in both classes simultaneously
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
something makes me feel as if doing this in 5e is not quite right, maybe it is becuase of how spell slots already pool together from different classes unlike 3.5e
Unless you make a real sorlock. Genie Warlock 20, Gold Dragon Sorcerer 20. How's that for a combo? Pact magic and spellcasting features don't mix, after all. That'd give you some really super powered Eldritch Blasts. Over 150 damage in a single turn if you Quicken it once (8d10+2*8*CHA+8*PB). Sneak Hex on somehow, and the damage jumps up to about 200 damage/round.
One thing I've found is my players are more interested in having multiple subclasses rather than multiple classes. Now THAT might be worth looking into.
One thing I've found is my players are more interested in having multiple subclasses rather than multiple classes. Now THAT might be worth looking into.
Mine and me too there. I was disappointed with how Tasha's offers switching subclasses where your prior subclass I guess gets brainwashed away in favor of the new subclass. I think in my ideal D&D, subclasses would still be present, but players could opt instead of taking on a full subclass they could picking options/features in a fashion similar to the way Warlocks select invocations (and how optional class features should work, as a choice not an obvious choice). This system would be back compatible to the subclasses, but allow characters to for example with rogues, get a touch of Phantom, and a bit of Scout, etc., Barbarians could build from many paths. Not sure how it'd play mechanically but I like fluff wise the idea of a Warlock who isn't "devoted/dedicated" but wheels and deals across pacts and patrons.
I'm playing in a homebrew campaign right now where my DM had everyone make Gestalt characters. We're supposed to end up becoming the gods in his world lore, since he wants to use that world for all of his campaigns. Anyway, i digress; I'm playing an Elf Bladesinger Wizard 20/Champion Fighter 10. I love it!
What very confused, I am probably going to upset some people with this comment, but what the heck is a Gestalt?!?!? Is there a rule set for going beyond level 20? I don’t care if it’s homebrewed out of the wazoo, I need to know about it, also what is this about leveling up in BOTH classes simultaneously? I mean I get the basic concept (I mean, duh) but how does everything level out? What happens when you are a level 11 fighter and a 11 wizard? (Also, I haven’t looked very hard, or... really at all... but we’re can I find a compilation of all the UA? Even if I didn’t end up in a book? I’m curious)
something makes me feel as if doing this in 5e is not quite right, maybe it is becuase of how spell slots already pool together from different classes unlike 3.5e
Unless you make a real sorlock. Genie Warlock 20, Gold Dragon Sorcerer 20. How's that for a combo? Pact magic and spellcasting features don't mix, after all. That'd give you some really super powered Eldritch Blasts. Over 150 damage in a single turn if you Quicken it once (8d10+2*8*CHA+8*PB). Sneak Hex on somehow, and the damage jumps up to about 200 damage/round.
One thing I've found is my players are more interested in having multiple subclasses rather than multiple classes. Now THAT might be worth looking into.
Oooooh, multiple subclasses sounds fun! I can already see the guilty look of a Paladin trying to explain to the church of conquest that there is nothing going on with the devotion church down the street! Oh! Even better! A oath breaker Paladin talking about how great the oath of Order is!
something makes me feel as if doing this in 5e is not quite right, maybe it is becuase of how spell slots already pool together from different classes unlike 3.5e
Unless you make a real sorlock. Genie Warlock 20, Gold Dragon Sorcerer 20. How's that for a combo? Pact magic and spellcasting features don't mix, after all. That'd give you some really super powered Eldritch Blasts. Over 150 damage in a single turn if you Quicken it once (8d10+2*8*CHA+8*PB). Sneak Hex on somehow, and the damage jumps up to about 200 damage/round.
that is not what i meant (of course any damage progression that stacks with other damage progressions will be strong, that is why the rouge/ fighter will be so potent in this setting) but like what do you do if somebody wants to play a wizard / sorcerer? do you just pretend that the spellcasting of each side is sepperate, giving them twice the spells of a caster their level? do you combine their sorcerer and wizard levels for determining their caster level? do you just give them the same spell slots as a single-classed caster?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
One thing I've found is my players are more interested in having multiple subclasses rather than multiple classes. Now THAT might be worth looking into.
Mine and me too there. I was disappointed with how Tasha's offers switching subclasses where your prior subclass I guess gets brainwashed away in favor of the new subclass. I think in my ideal D&D, subclasses would still be present, but players could opt instead of taking on a full subclass they could picking options/features in a fashion similar to the way Warlocks select invocations (and how optional class features should work, as a choice not an obvious choice). This system would be back compatible to the subclasses, but allow characters to for example with rogues, get a touch of Phantom, and a bit of Scout, etc., Barbarians could build from many paths. Not sure how it'd play mechanically but I like fluff wise the idea of a Warlock who isn't "devoted/dedicated" but wheels and deals across pacts and patrons.
Yeah, I totally get the dislike of swapping stuff out - there's really no good way of handling outgrowing some certain abilities; the downside of such a strictly class-based system.
I already encourage my players to mix and match different levels of subclasses, but really, I mostly just think of that as allowing a homebrew subclass. Especially with the new Eloquence bard. Grr... that one just drives me crazy with how their Inspirations work. The early level lets you mock an opponent for advantage on your next spell... but the other levels encourage buffing your allies. Complete contradiction in playstyle. It completely ruins the subclass for me. So, I just swapped out the first level of the Inspiration for the Creation bard's first level Inspiration.
Allowing complete freeform building of subclass is a bit tricky mostly from the perspective of something like combining soulknife or battlemaster - two separate resources that regenerate differently. It would be easier if everyone used these alternative resources like monks use "ki", that way we'd be able to easily mix and match, just like with spell slots. But, alas, that's not possible at this point without massively changing a fundamental way the game works.
Oooooh, multiple subclasses sounds fun! I can already see the guilty look of a Paladin trying to explain to the church of conquest that there is nothing going on with the devotion church down the street! Oh! Even better! A oath breaker Paladin talking about how great the oath of Order is!
Heh. Cute.
I've toyed with a couple ways of making it work, but ultimately, I haven't figured anything out. I thought feats would be an answer, but they're so rare, and some classes like Monk realistically rely on bumping up your attributes, they're too important. Also thought about messing around with a variation off multiclassing rules, but... I really hate multiclassing. My last thought was to make magic item sets. Using magic items to fix holes in subclasses is... messy. Especially when it would have to take up your attunement slots.
Ultimately, though, might just say that you get two subclass choices, and go from there.
A combo I would love to run would be either the rogue mastermind or assassin and a college of whispers bard. Add changeling as race and you would have an ultimate infiltrator and spy.
Game: D&D 5e
Group preferred: Either Online or Face to Face
Experience: 3 years
Location/Timezone: CST, Southern US
Availability: Most week nights and some weekends
Preferred role: Player
Game style: Semi Casual with Combat and Role Play
Discord: TheSleepyStump#4643
Lore Bard + Draconic Sorcerer. Insane spellcasting, loads of spell slots, and metamagic your charm spells. Also Draconic Defense and extra hitpoints from the Sorcerer (Plus shield and Absorb Elements) will help your Bard survive, while giving you all the spells you would have already taken with magical secrets, letting you get some juicy druid, cleric, or paladin spells (Find Steed, Healing Spirit, Find Greater Steed, Heroes' Feast, Mass Heal etc).
I think that would be either the most potent or up there as far as double casters go. I could also see Lore Bard + Hexblade Warlock if you wanted to go a more marshal route, with medium armor and shield proficiency. Also you would get a few extra spell slots per short rest, but not as much overall as the Sorcerer.
Warforged lore bard/battlemaster with the new UA unarmed fighting style and manouvers. Be an artificial purpose built gladiator/prowrestler. Plenty of things to do with bonus actions and reactions and the spells offer plenty of tricks in and out of combat.
Barbarian/battlemaster would offer a non-magical variant that could be any race due to the unarmoured defence. But would miss out off the fun off smack talking with vicious mockery, cutting words and counter spell, aswell as having all the illusion magic for stage effects/entrance music and 'roiding up with enlarge.
Fighter (Psychic Warrior)/Rogue (Soulknife) Much like an Eldritch Knight/Arcane Trickster gestalt, INT will do a lot of heavy lifting. Augmented Strikes + Psychic Blade w/ Two-Weapon Fighting = decent frontline damage. Agonizing Strikes + Rend Mind = 2d10+12d6 psychic damage w/ a CON save vs prone and INT save vs stunned
Rogue/Warlock is a great combination. Especially as a face, infiltrator, etc. Some of the invocations are amazing in combination (like Mask of Many Faces, One with Shadows, etc). And some of the spells are very useful.
I made a gestalt character once on a whim thinking of what I would want to play if I ever played a gestalt SOLO campaign.
Changeling Lore Bard/Divine Soul.
If multi-classing and feats are allowed it would be a Changeling Lore Bard 18 / Fighter 2 // Chainlock (Old One) 3 / Divine Soul 17
Very SAD focused on Charisma. Agonizing Blast and Voice of the Chain Master Invocations. Quicken, Subtle and then Twin metamagic. Acting and Lucky Feats. Charlatan background and some training to learn lockpicks. Expertise in Deception, Perception, and Stealth. Suit of Glamoured Studded Leather for quick change disguises.
Absolute master of the exploration and social pillars. Cantrips and Utility spells out the wazzu. Expert in avoiding combat but can easily run or even fight if needed with the Darkness/See in Darkness giving him the edge with an ample selection of combat spells to draw on. Magical Secrets to pick a few special spells I don't get from all the spell lists I already get.
If it wasn't a solo campaign I'd shift it to a Half-elf. Go Hexblade instead of Pact of the Chain. Replace Voice of the Chain with Repelling Blast Replace Acting with Elven Accuracy. Take the criminal background and make my metamagic Quicken, Twin, and then Heightened.
Also gets you that class AD&D Fighter/Thief/Mage muticlass fell.
While any Paladin/Warlock gestalt works so well it's sick, Vengeance/Hexblade seems like the best raw damage dealer. Hex, eldritch smite, paladin smites, hunter's mark... ect.
Way of Shadows Monk/Assassin Rogue seems the best way to get that master of stealth, misdirection, disguise, and ambush. He'd be so deadly if he pull off all tricks.
School of Invention Wizard/Armorer Artificer "He built it in a cave with a box of scraps!" indeed. Slap this on a warforged to make a true "man of iron"
I did some random table gestalts and made a zealot barbarian/ necromancer wizard. At first I was kinda laughing about it but after making it I realized how terrifying that would be as an enemy. This undying martial beast who runs in with his hoards of undead.
a vengeance paladin/ collage of swords bard is a super scary combo giving the paladin easy access to both haste and a ton of 5th level slots. That with the paladins aura of protection for saving throws and the ability to increase AC with Defensive Flourish makes them hard to even hurt if you survive their 3-4 5th lvl smites.
Drunken master monk/ bladesinger wizard givers you insane speed with blade song and monk speed. With great stats you can get a 25 AC before you even add in the +2 from haste. Drunken Technique gives you an easy way to get out of danger plus an extra 10 feet movement. Mixing that with the change in tasha's that lets bladesingers use a cantrip as one of their extra attacks means planting a booming blade and getting away is even easier.
something makes me feel as if doing this in 5e is not quite right, maybe it is becuase of how spell slots already pool together from different classes unlike 3.5e and how that presents issues, maybe it is becuase of how saving throws, base attack bonus and dead levels have changed in such a manner that more of the reason to gestalt has been removed, maybe it is how the limitations of each class is way less restrictive nowadays, maybe it is how abillity score increases have changed, i really do not know, but whatever the case i feel that 5e is way less gestalt friendly than 3.5 and 2e pathfinder.
What i will say is that you are missing out on a fantastic combo of rouge and abjuration wizard, at 11th level they are able to add their proficiency bonus to all checks for dispel magic and counterspell, and reliable talent means that so long as they have an intelegence score of 20 by now they are able to automatically dispel and counterspell a spell of any level with a spell slot of any level (above 3rd). This is absolutely broken and i thought it was such a shame that the system did not allow me to go past level 20 and break the entire system but now that you have so politely broken the system for me i can just do that for free, hooray!
not to mention the absolute chaotic fun that is the new version of the bladesinger plus the new version of the artillerist artificer, regular firearm pistol from the DMG in one hand, special wand-gun in the other, no need to worry about the loading property when one of your attacks can be a cantrip, or i could always just use an infusion slot to ignore the loading property alltogether
also storm soul sorcerer and tempest cleric, i can deal a bunch of lightning damage and push people whenever i deal lightning damage and fly arround everywhere thanks to both subclass capstones
not to even mention the absolute joy of playing a warlock /wizard who gets to feel like the "finder and keeper of secrets" and unearther of occult lore that the player's handbook and xanatar's guide to everything describes them as
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
One of the best combos would be Barbarian/Rogue. Wield a Rapier and reckless to auto sneak your opponents just make sure you’re using STR with Finesse and you’re good to go. You’re also nigh unkillable between tanking hits with bear totem and using uncanny dodge to further reduce a reall nasty hit you take.
Your secret is safe with my indifference - Percy
I'm playing in a homebrew campaign right now where my DM had everyone make Gestalt characters. We're supposed to end up becoming the gods in his world lore, since he wants to use that world for all of his campaigns. Anyway, i digress; I'm playing an Elf Bladesinger Wizard 20/Champion Fighter 10. I love it!
that is not possible by the gestalt character rules, the whole point of it is that when you level up, you level up in both classes simultaneously
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Unless you make a real sorlock. Genie Warlock 20, Gold Dragon Sorcerer 20. How's that for a combo? Pact magic and spellcasting features don't mix, after all. That'd give you some really super powered Eldritch Blasts. Over 150 damage in a single turn if you Quicken it once (8d10+2*8*CHA+8*PB). Sneak Hex on somehow, and the damage jumps up to about 200 damage/round.
One thing I've found is my players are more interested in having multiple subclasses rather than multiple classes. Now THAT might be worth looking into.
Mine and me too there. I was disappointed with how Tasha's offers switching subclasses where your prior subclass I guess gets brainwashed away in favor of the new subclass. I think in my ideal D&D, subclasses would still be present, but players could opt instead of taking on a full subclass they could picking options/features in a fashion similar to the way Warlocks select invocations (and how optional class features should work, as a choice not an obvious choice). This system would be back compatible to the subclasses, but allow characters to for example with rogues, get a touch of Phantom, and a bit of Scout, etc., Barbarians could build from many paths. Not sure how it'd play mechanically but I like fluff wise the idea of a Warlock who isn't "devoted/dedicated" but wheels and deals across pacts and patrons.
Jander Sunstar is the thinking person's Drizzt, fight me.
What very confused, I am probably going to upset some people with this comment, but what the heck is a Gestalt?!?!? Is there a rule set for going beyond level 20? I don’t care if it’s homebrewed out of the wazoo, I need to know about it, also what is this about leveling up in BOTH classes simultaneously? I mean I get the basic concept (I mean, duh) but how does everything level out? What happens when you are a level 11 fighter and a 11 wizard? (Also, I haven’t looked very hard, or... really at all... but we’re can I find a compilation of all the UA? Even if I didn’t end up in a book? I’m curious)
Oooooh, multiple subclasses sounds fun! I can already see the guilty look of a Paladin trying to explain to the church of conquest that there is nothing going on with the devotion church down the street! Oh! Even better! A oath breaker Paladin talking about how great the oath of Order is!
that is not what i meant (of course any damage progression that stacks with other damage progressions will be strong, that is why the rouge/ fighter will be so potent in this setting) but like what do you do if somebody wants to play a wizard / sorcerer? do you just pretend that the spellcasting of each side is sepperate, giving them twice the spells of a caster their level? do you combine their sorcerer and wizard levels for determining their caster level? do you just give them the same spell slots as a single-classed caster?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Yeah, I totally get the dislike of swapping stuff out - there's really no good way of handling outgrowing some certain abilities; the downside of such a strictly class-based system.
I already encourage my players to mix and match different levels of subclasses, but really, I mostly just think of that as allowing a homebrew subclass. Especially with the new Eloquence bard. Grr... that one just drives me crazy with how their Inspirations work. The early level lets you mock an opponent for advantage on your next spell... but the other levels encourage buffing your allies. Complete contradiction in playstyle. It completely ruins the subclass for me. So, I just swapped out the first level of the Inspiration for the Creation bard's first level Inspiration.
Allowing complete freeform building of subclass is a bit tricky mostly from the perspective of something like combining soulknife or battlemaster - two separate resources that regenerate differently. It would be easier if everyone used these alternative resources like monks use "ki", that way we'd be able to easily mix and match, just like with spell slots. But, alas, that's not possible at this point without massively changing a fundamental way the game works.
Heh. Cute.
I've toyed with a couple ways of making it work, but ultimately, I haven't figured anything out. I thought feats would be an answer, but they're so rare, and some classes like Monk realistically rely on bumping up your attributes, they're too important. Also thought about messing around with a variation off multiclassing rules, but... I really hate multiclassing. My last thought was to make magic item sets. Using magic items to fix holes in subclasses is... messy. Especially when it would have to take up your attunement slots.
Ultimately, though, might just say that you get two subclass choices, and go from there.