Lunging Attack could be occasionally useful to increase your reach. I would definitely change it to boring but effective Defense Fighting Style or Blind Fighting in case you have a caster ally who can consistently provide obscurement (Fog Cloud, Darkness, Pyrotechnics, etc).
Do you all have the issue where you Trip someone and make them prone, but you have ranged party members who now get disadvantage?
If you have a lot of ranged damage dealers in your party you might want to consider Distracting strike
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
In the case where you are the only melee damage dealer, you might want to drop Trip Attack for Feinting attack.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
This still gives you advantage without hindering any ranged attackers. Once you get level 11 and have more then 2 attacks you could swap it out.
I can't decide on what to fill the last maneuver. Should I change the fighting style and lose the die and maneuver?
Not to induce any panic, but battle master gets you 3 maneuvers initially and then 6 more at set levels. Between the fighting style and the Martial Adept feat you end up with 12 maneuvers and 8 superiority die.
I'd say keep the fighting style because the sheer amount of superiority die you can use make you more effective. And because in any case you will have more maneuvers then die, don't sweat the ones you choose. Take the actions that seem useful to you.
You're definitely setting yourself up to be a protector with your PAM-Sentinel routine with a Glaive.
Couple thoughts about the maneuevers you already have listed before I get to my suggestions.
Riposte is excellent, but awkward on your build. You're looking to stop people from moving before they reach you with your 10 foot reach and PAM-sentinel shenanigans. That means fewer melee enemies actually getting close enough to attack, AND you already have a use for your reaction that you've spent feats investing in. You also don't have a shield or defense style, so your AC is much easier to hit.
Disarming Attack. This one is perfectly servicable, but I don't like that the weapon lands right at their feet and can be picked back up. It's a more niche maneuver because it doesn't effect a large swath of enemies and so I don't like that its effect is easily worked around.
Trip Attack. If your team is super heavily skewed towards ranged characters then yes, this will be more of a liability than useful. But if your party has a more average mix, then I think it's definitely good enough to include. Pretty easy to target someone that your ranged allies aren't attacking.
Personally I would take off disarming attack and riposte from your list leaving: Menacing, Trip, and Push. Here's what I like for the rest:
Precision Attack. This is a super easy one. Helps you land hits. More hits means more damage. Need I say more?
Goading Attack. You're building a protector. This is pretty much the closest mechanic to "drawing aggro" in the game. If you only take one from this list, I would absolutely pick this one.
Bait and Switch. Another protector ability. This helps you get someone out of a jam, and is just generally powerful and it can even save your own ass if you've bit off more than you can chew. Tricky movement is regularly underrated in this game.
Maneuvering Attack. Another tricky movement ability that plays into the protector vibe. Great for getting people out of a jam or getting someone into the perfect spot to unleash their fury.
I will second Goading Attack and Maneuvering Attack. Pulling aggro and assisting others to get a free move around the battle field has proven very useful as a protector build.
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Going to agree that Riposte is possibly overkill on someone with PAM and Sentinel. You will already be using your Reaction on other things most of the time. It might still be worthwhile based on how your fights go - if they tend to be relatively static with everyone engaging in round 1 and then just beating on each other until the fight is over, then Riposte may have some use. Otherwise I would not prioritize it.
Precision attack is awesome! Just think of all the times you missed an attack by 1-- a thing of the past with precision attack.
Disarming attack is a personal favorite of mine. Sure, it's very niche, but when you need it you'll be sooo glad you took it up. I remember a certain caster on a certain hardcover with a staff of frost that was just kicking our party's butt with cone of cold. You can bet your bottom dollar disarming attack came in handy that day.
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6th level Vhuman Battlemaster
Weapon: Glaive Fighting Style: Superior Technique Feats: PAM (vhuman), Sentinel, Martial Adept
Here's where I cannot decide and keep second guessing (6 X) Maneuvers : Riposte, Menacing Attack, Disarming Attack, Trip(?), Pushing, and one more
Do you all have the issue where you Trip someone and make them prone, but you have ranged party members who now get disadvantage?
I can't decide on what to fill the last maneuver. Should I change the fighting style and lose the die and maneuver?
Lunging Attack could be occasionally useful to increase your reach. I would definitely change it to boring but effective Defense Fighting Style or Blind Fighting in case you have a caster ally who can consistently provide obscurement (Fog Cloud, Darkness, Pyrotechnics, etc).
If you have a lot of ranged damage dealers in your party you might want to consider Distracting strike
In the case where you are the only melee damage dealer, you might want to drop Trip Attack for Feinting attack.
This still gives you advantage without hindering any ranged attackers. Once you get level 11 and have more then 2 attacks you could swap it out.
Not to induce any panic, but battle master gets you 3 maneuvers initially and then 6 more at set levels. Between the fighting style and the Martial Adept feat you end up with 12 maneuvers and 8 superiority die.
I'd say keep the fighting style because the sheer amount of superiority die you can use make you more effective. And because in any case you will have more maneuvers then die, don't sweat the ones you choose. Take the actions that seem useful to you.
You're definitely setting yourself up to be a protector with your PAM-Sentinel routine with a Glaive.
Couple thoughts about the maneuevers you already have listed before I get to my suggestions.
Personally I would take off disarming attack and riposte from your list leaving: Menacing, Trip, and Push. Here's what I like for the rest:
I will second Goading Attack and Maneuvering Attack. Pulling aggro and assisting others to get a free move around the battle field has proven very useful as a protector build.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Going to agree that Riposte is possibly overkill on someone with PAM and Sentinel. You will already be using your Reaction on other things most of the time. It might still be worthwhile based on how your fights go - if they tend to be relatively static with everyone engaging in round 1 and then just beating on each other until the fight is over, then Riposte may have some use. Otherwise I would not prioritize it.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Precision attack is awesome! Just think of all the times you missed an attack by 1-- a thing of the past with precision attack.
Disarming attack is a personal favorite of mine. Sure, it's very niche, but when you need it you'll be sooo glad you took it up. I remember a certain caster on a certain hardcover with a staff of frost that was just kicking our party's butt with cone of cold. You can bet your bottom dollar disarming attack came in handy that day.