In some other threads, there has been alot of discussion about changing the Fighter to be a more complex class. One of the most popular solutions is to give all Fighters access to maneuvers. I decided for the fun of it to take a crack at seeing what that could look like, and wanted to get some feedback, input, and ideas from others.
This approach has the following major components:
Combat Superiority is given to the base Fighter class at 3rd level with some rebalancing (as outlined below)
Some of the maneuvers each Fighter can choose from are linked to their chosen Fighting Style, which is meant to mimic the sort of Pact/Invocation mechanic of the Warlock and make the maneuvers feel like they reflect your characters style. Note, for this approach it is assumed the Superior Technique fighting style is not being used.
The Battle Master gains a variant 3rd level feature which buffs Combat Superiority to be about the same as it already was for the subclass, keeping it more impactful than a base fighter. This variant feature also grants the Battle Master increased versatility with their fighting style to further set it apart from the base class now that everyone gets maneuvers.
Combat Superiority (general Fighter feature. changes are highlighted)
When you reach 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Some maneuvers require a chosen fighting style as a prerequisite. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Battle Master Optional Feature
Exceptional Training
3rd & 10th level Battle Master variant feature
When you choose this archetype at 3rd level, and at each level which allows you to learn a new maneuver, you learn one additional maneuver of your choice. When choosing maneuvers, you ignore any fighting style prerequisites it may have.The superiority dice for your maneuvers become d8s
Additionally whenever you complete a long rest you can replace your chosen fighting style with another from the fighter list. Starting at 10th level you can replace your chosen fighting style each time you complete a short or long rest.
Maneuvers (to give an example of what the fighting style prerequisite system might look like)
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Bait and Switch
Prerequisite: Protection or Interception fighting style
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace
Prerequisite: Defense fighting style
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Disarming Attack
Prerequisite: Dueling or Two-Weapon Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
Prerequisite: Dueling or Two-Weapon Fighting fighting style
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.
Evasive Footwork
Prerequisite: Defense or Blind Fighting fighting style
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
Prerequisite: Two-Weapon Fighting fighting style
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.
Goading Attack
Prerequisite: Interception or Great Weapon Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Prerequisite: Unarmed Fighting fighting style
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack
Prerequisite: Dueling or Great Weapon Fighting fighting style
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
Prerequisite: Great Weapon Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
Prerequisite: Dueling or Interception fighting style
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
Prerequisite: Blind Fighting or Archery fighting style
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
Prerequisite: Great Weapon Fighting or Unarmed Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss
Prerequisite: Thrown Weapon fighting style
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.
Rally
Prerequisite: Protection fighting style
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte
Prerequisite: Defense or Dueling fighting style
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack
Prerequisite: Great Weapon Fighting fighting style
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack
Prerequisite: Great Weapon Fighting or Unarmed Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
(this list only includes the existing maneuver options. I think more would need to be designed to ensure that all of the fighting styles have roughly the same amount of unique options)
If it were me I would give the base class only 2-3 maneuvers and a matching number of superiority dice (d6s) that refresh on a short rest, and let them change maneuvers on a level up. And then leave the Battle Master unchanged and just have it add onto the maneuvers from the base class and give them exclusive access to the higher sized superiority dice. But that’s just my opinion.
In some other threads, there has been alot of discussion about changing the Fighter to be a more complex class. One of the most popular solutions is to give all Fighters access to maneuvers. I decided for the fun of it to take a crack at seeing what that could look like, and wanted to get some feedback, input, and ideas from others.
This approach has the following major components:
Combat Superiority (general Fighter feature. changes are highlighted)
When you reach 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Some maneuvers require a chosen fighting style as a prerequisite. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Battle Master Optional Feature
Exceptional Training
3rd & 10th level Battle Master variant feature
When you choose this archetype at 3rd level, and at each level which allows you to learn a new maneuver, you learn one additional maneuver of your choice. When choosing maneuvers, you ignore any fighting style prerequisites it may have.The superiority dice for your maneuvers become d8s
Additionally whenever you complete a long rest you can replace your chosen fighting style with another from the fighter list. Starting at 10th level you can replace your chosen fighting style each time you complete a short or long rest.
Maneuvers (to give an example of what the fighting style prerequisite system might look like)
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Bait and Switch
Prerequisite: Protection or Interception fighting style
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace
Prerequisite: Defense fighting style
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Disarming Attack
Prerequisite: Dueling or Two-Weapon Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
Prerequisite: Dueling or Two-Weapon Fighting fighting style
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.
Evasive Footwork
Prerequisite: Defense or Blind Fighting fighting style
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
Prerequisite: Two-Weapon Fighting fighting style
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.
Goading Attack
Prerequisite: Interception or Great Weapon Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Prerequisite: Unarmed Fighting fighting style
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack
Prerequisite: Dueling or Great Weapon Fighting fighting style
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
Prerequisite: Great Weapon Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
Prerequisite: Dueling or Interception fighting style
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
Prerequisite: Blind Fighting or Archery fighting style
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
Prerequisite: Great Weapon Fighting or Unarmed Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss
Prerequisite: Thrown Weapon fighting style
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.
Rally
Prerequisite: Protection fighting style
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte
Prerequisite: Defense or Dueling fighting style
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack
Prerequisite: Great Weapon Fighting fighting style
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack
Prerequisite: Great Weapon Fighting or Unarmed Fighting fighting style
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
(this list only includes the existing maneuver options. I think more would need to be designed to ensure that all of the fighting styles have roughly the same amount of unique options)
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If it were me I would give the base class only 2-3 maneuvers and a matching number of superiority dice (d6s) that refresh on a short rest, and let them change maneuvers on a level up. And then leave the Battle Master unchanged and just have it add onto the maneuvers from the base class and give them exclusive access to the higher sized superiority dice. But that’s just my opinion.
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