I always feel awkward going on here and asking someone to review my homebrew, so I thank you for your time. I had an idea of a fighter who prepared his fighting styles from a book like a wizard with his spells. I have no idea if it's underpowered, overpowered, or good enough. Here it is:
A fighter who examines their tome and emulates different styles of fighting is an Opis Liege. They may be trained in every weapon, but their true power comes from their intelligence. They constantly look through their pages, trying their best to fight based on it's rules. They may have come across a library of martial practices and taken one of the books with them, or they could have made it themselves while studying soldiers. Wherever they got their tome, they are very protective of it and see it as a weapon in itself.
Opis of Styles
You have a tome containing the Fighting Styles you can prepare. It can be a book, a scroll, a piece of cloth, or it could be just scraps of fur bound together with words scratched onto it.
Intelligent Studies
Because of your studies of combat, you learn 2 additional Fighting Styles. They are copied into your tome. You can only use one of the two new Fighting Styles and you can change your Fighting Style every long rest by studying your tome. You learn additional Fighting Styles at 7th and 15th Level.
Intelligent Defense
You can guess what your opponent's next move will be better than most thanks to your research. As a reaction, you can add your Intelligence Modifier to your AC. You can use this reaction the amount of times equal to your fighter level.
Intelligent Surge
Your nerves seem to boost your Intelligence while in combat. During your Action Surge, you can add your Intelligence Modifier to the damage roll along with the Strength or Dexterity Modifier. After your Action Surge, for 10 rounds, you can add your Intelligence Modifier to the attack on a critical hit.
Intelligent Moves
The constant scrutinization of your book with physical training has increased your senses. You can add your Intelligence Modifier to your saving throws and attack throws. You can use this ability an amount of times equal to your fighter level. You can also use your Intelligence Modifier for Wisdom (Perception) ability checks.
Intelligent Mind
Your time devoted to studying the tome has increased your abilities. You can now prepare 2 Fighting Styles rather than one. You can also prepare them on a short rest, rather than a long rest.
I love the concept and direction, but in my opinion, I feel like it is missing a core mechanic, the unique factor. Right now, it reminds me of the Champion. Not the worst choice, but generally overshadowed by the other options.
For potential ideas regarding that:
The first thing that came to mind was old school WoW Warrior's "stance dance". It could translate to weapon swapping efficiency to make use of different weapon styles and/or buffing improvised weapon damage/swapping damage types to encourage using weapons more unconventionally (half-swording, mordhau, etc), or even having the ability to play with weapon properties (like throwing warhammers without penalty, giving spears reach, using a bow as staff).
For other feedback (which will be relatively opinionated based on my own likes/dislikes, take with a grain of salt):
Studies - I think it may work a bit better to treat this concept as a replica of infusions in the sense that a larger pool to pull from would make it more interesting and increase utility. It also provides a good template for scaling.
Defense - Simple, but strong. I would advise lowering the usage cap, though. At least equal to proficiency, but probably no more than equal to half of fighter level.
Surge - This has the potential to be very strong and worthy of the capstone position instead of in the middle of progression. I don't particularly like that it is crit dependant though. Maybe have it grant advantage to attack rolls for the same duration? Or if you would like to keep the order, perhaps set scaling to fighter level for number of rounds? Along those lines, while it may potentially make it overpowered depending on what rules are applied, hooking up Second Wind to the feature with similar rules may make it more interesting (making it a defensive ability as well by, say, forcing enemies into disadvantage for the duration).
Moves - Probably better off making this earlier in progression, perhaps even in line with the Defense feature since it works similarly. The Perception bit I would honestly roll into the Studies feature, but with proficiency/expertise instead.
Mind - Really weak for the final feature. I would like to propose again to emulate the infusion progression/pool and work up a new feature to slot in, preferably earlier in progression.
Here's an idea for an unconventional weapon ability. Tell me if I should add or get rid of or change anything.
You have learned how to use weapons unusually. You gain the following benefits:
You can use any two-handed weapon, besides lances, as if it had the Thrown property (range 10/30).
You can use any longbow as a quarterstaff.
You can use any shortbow as a club.
You can use any shield as a simple melee weapon that deals 1d6 bludgeoning with the Light and Finesse properties.
You can use any shortsword as if it had the Versatile property (1d8).
I also don't know what you mean by "I think it may work a bit better to treat this concept as a replica of infusions in the sense that a larger pool to pull from would make it more interesting and increase utility. It also provides a good template for scaling," for the Studies ability. Can you explain it to me?
I always feel awkward going on here and asking someone to review my homebrew, so I thank you for your time. I had an idea of a fighter who prepared his fighting styles from a book like a wizard with his spells. I have no idea if it's underpowered, overpowered, or good enough. Here it is:
In principle, I like the sub-class idea, but I struggle to understand the concept of it in practice.
A Wizard preparing spells essentially boils down to rote memorization of a script or recipe. It's the kind of thing that students regularly do when studying for an exam. Cram it in, and forget it the next day.
However, even the best martial artist can't master a style of fighting from academic effort alone. Learning new philosophies and traditions involves developing muscle memory and reflexes. Becoming good at those techniques may further require significant physical changes. A fighting style that relies on brute strength requires muscle mass that will get in the way of a style that requires flexibility. It's simply not something that can swing overnight.
That said, fantasy is fantasy, so there is plenty of wiggle room for this kind of thing. One might even imagine a feature along the lines of "Mind over Matter", where by doing "mental exercises" the Opus Liege could reallocate floating physical attribute points during a Long Rest. Literally trade Strength for Dexterity or Constitution and back again. This would not only let the Fighter deal more damage with different weapons, but could also let them actually change their combat styles. Higher strength means they could use heavy armor, higher dex would mean they could get away with lighter, stealthier armor. However, this starts to feel more like a psionics feature than an intellectual one.
As for my thoughts on the specific features, you can find them in the spoiler below:
Because of your studies of combat, you learn 2 additional Fighting Styles. They are copied into your tome. You can only use one of the two new Fighting Styles and you can change your Fighting Style every long rest by studying your tome. You learn additional Fighting Styles at 7th and 15th Level.
I can't imagine that switching between Fighting Styles over a long rest would be very useful. Most players are going to end up with equipment that will bias them toward one role or another and they aren't likely to be able to perform as well if they switch. Being able to switch from range to melee during a short window would be helpful as combat evolves, but switching during a rest likely means overcommitting.
Note: Fighters already have access to the optional Martial Versatility feature at 4th level, which lets a fighter evolve over time.
You can guess what your opponent's next move will be better than most thanks to your research. As a reaction, you can add your Intelligence Modifier to your AC. You can use this reaction the amount of times equal to your fighter level.
This seems totally fair. Essentially gives the sub-class a variant of the Shield spell. Should specify whether it only applies to the triggering attack, all attacks made by the triggering enemy until the next turn, or all attacks until the next turn.
The constant scrutinization of your book with physical training has increased your senses. You can add your Intelligence Modifier to your saving throws and attack throws. You can use this ability an amount of times equal to your fighter level. You can also use your Intelligence Modifier for Wisdom (Perception) ability checks.
The bump to Saving Throws should probably limited to Dexterity/Strength. Bumping saving throws by up to +5, up to 20 times, is a pretty potent ability, especially if it applies to any save. Dexterity is obvious, and Strength can benefit from proper technique and leverage. Constitution doesn't really have anything to do with senses or perceptiveness, and Mental saves have nothing to do with movement.
Using Intelligence for Perception seems sketchy to me, since Intelligence is already used for Investigation. Nothing against the substitution necessarily, but it seems like overstacking the value of a single attribute.
Your time devoted to studying the tome has increased your abilities. You can now prepare 2 Fighting Styles rather than one. You can also prepare them on a short rest, rather than a long rest.
Preparing an additional fighting style is essentially the Champion's 10th level ability. Possible risk of toe stepping, but not really an issue for me. This is the point at which Preparing Fighting Styles becomes useable, albiet in a limited capacity.
Final Thoughts:
If I were to take this sub-class, the only Fighting Styles I would really care about are the Optional Styles: Blind Fighting, Unarmed Fighting, and Superior Technique. The rest would just be dressing. Of those, Superior Technique is the only one that I'd likely trade out regularly in order to have access to different Maneuvers. I'd just end up sitting on the others until I had a specific reason to switch. For example, switching to Unarmed Fighting would be great if the party regularly gets arrested or unarmed. However, if that's happening frequently, the other players are probably not having as much fun. Blind Fighting would be great if the party regularly ends up exploring caverns or dealing with invisible creatures, but if that's the case, the party is likely to find other ways to adapt.
Any time that the fighter has the time and foresight to swap out a fighting style, the party will likely want to deploy group level solutions. Whenever the party is caught by surprise, the Fighter won't have time to switch.
In the end, Maneuvers, rather than Fighting Styles, more accurately reflect "Martial Spells". The Battle Master gets three at 3rd level and gains 2 more at 7th, 10th, and 15th level. That's 9 of 23 possible Maneuvers. Giving the Opus Liege fewer prepared maneuvers, but the option to switch with a long/short rest would let them adapt without compromising their core build.
If you were to make Opus Liege focus on Maneuvers, then it would be like the Wizard and the Battle Master would be like a Sorcerer.
I also don't know what you mean by "I think it may work a bit better to treat this concept as a replica of infusions in the sense that a larger pool to pull from would make it more interesting and increase utility. It also provides a good template for scaling," for the Studies ability. Can you explain it to me?
Absolutely. So what I like about infusions is that they are great at enhancing particular playstyles and can be swapped at the end of a long rest. VERY similar to what you are trying to accomplish, but by limiting the number to what you have it as, you are still more or less set to one playstyle. By allowing more options, I feel like it will increase the versatility and, honestly, increase the power of the subclass as a whole. Though, granted, I may be overplaying the frequency of swapping, but having the option to do so is not a bad thing.
Though... As I was working through this I had another potential idea... Except that it alters the theme slightly (but also addresses the continuity issue mentioned by Memnosyne). By taking inspiration from the Phantom Rogue, "Spirit Scrolls" or "Cursed Treaties" could enable the swapping of styles so readily by being possessed by masters of those styles. Part 2 of this idea is adding another (or add on to a) feature to allow temporary use of a banked style. Fewer options are a given since there are fewer styles, so...
Current (not including base class style) - Active: 1-2, Known: 2-4
Infusions - Active: 2-6, Known: 6-12
Proposed - Active: 1-4, Known: 4-8 + temp use of 1, proficiency bonus #of uses, 10 round duration
And if you want to get really crazy, you could include the Blessed Warrior (Paladin) and Druidic Warrior (Ranger) exclusive styles...
Though if you do not wish to use that particular collection of ideas, I would like your permission to use it to start working on my own concept with that theme.
I like the idea of taking the Battle Master Maneuvers and letting the Opus Liege have more of them, but have to prepare less, was much more of what I was going for. I think that maybe I will take out the Fighting Styles and use the Maneuvers instead. I think I will take the Infusions active-prepared piece you made (Active: 2-6, Known: 6-12) for the amount of maneuvers prepared and in their book. You came up with it so do what every you want with what you made.
I think you could make this subclass leaning more on the WIS stat as well, could be like a thowback to bluff checks. The Insight skill description includes reading body language to anticipate threats, but there's no template on how to use it effectively in combat.
I think you could make this subclass leaning more on the WIS stat as well, could be like a thowback to bluff checks. The Insight skill description includes reading body language to anticipate threats, but there's no template on how to use it effectively in combat.
I like that idea. I will try to incorporate that.
For now, here is the new version:
A fighter who fights with various manuevers they have written down in their tome is an Opis Liege. They may be trained in every weapon, but their true power comes from their intelligence. They constantly look through their pages, trying their best to fight based on its rules. They may have come across a library of martial practices and taken one of the books with them, or they could have made it themselves while studying soldiers. Wherever they got their tome, they are very protective of it and see it as a weapon in itself.
Tome of Maneuvers
When you choose this archetype at 3rd level, you gain a tome that contains all the maneuvers you have learned.
Maneuvers. You learn three maneuvers of your choice, from the Battle Master archetype. You can only use one maneuver per attack.
You learn three additional maneuvers of your choice at 7th, 10th, and 15th Level. You only prepare an amount of maneuvers equal to your proficiency bonus.
Superiority Dice. You have four superiority dice, which are d8s. 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.
You can also use your Intelligence Modifier for any Wisdom (Perception) checks.
Secondary Use
At 3rd level, you have learned how to use weapons unusually. You gain the following benefits:
You can use any two-handed weapon, besides lances, as if it had the Thrown property (range 10/30).
You can use any longbow as a quarterstaff.
You can use any shortbow as a club.
You can use any shield as a simple melee weapon that deals 1d6 bludgeoning with the Light and Finesse properties.
You can use any shortsword as if it had the Versatile property (1d8).
Constant Examination
At 7th level, you gain the ability to prepare your maneuvers in a short rest. You can also change one of your prepared maneuvers to another maneuver once per long rest without having to take a long or short rest.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s
Intelligent Moves
At 15th level, you can predict what will happen when you attack and how to block your enemies attacks better. You can use the following abilities:
As a reaction, you can add your Intelligence Modifier to your AC.
You can add your Intelligence Modifier to your saving throws and attack throws.
You can use both of these abilities an amount of times equal to half of your fighter level.
Opis Surge
At 18th level, your nerves seem to boost your Intelligence while in combat. During your Action Surge Second Wind, you have proficiency with any attack rolls you make. This effect continues for an amount of turns equal to your Intelligence Modifier plus your Proficiency Bonus.
I always feel awkward going on here and asking someone to review my homebrew, so I thank you for your time. I had an idea of a fighter who prepared his fighting styles from a book like a wizard with his spells. I have no idea if it's underpowered, overpowered, or good enough. Here it is:
A fighter who examines their tome and emulates different styles of fighting is an Opis Liege. They may be trained in every weapon, but their true power comes from their intelligence. They constantly look through their pages, trying their best to fight based on it's rules. They may have come across a library of martial practices and taken one of the books with them, or they could have made it themselves while studying soldiers. Wherever they got their tome, they are very protective of it and see it as a weapon in itself.
Opis of Styles
You have a tome containing the Fighting Styles you can prepare. It can be a book, a scroll, a piece of cloth, or it could be just scraps of fur bound together with words scratched onto it.
Intelligent Studies
Because of your studies of combat, you learn 2 additional Fighting Styles. They are copied into your tome. You can only use one of the two new Fighting Styles and you can change your Fighting Style every long rest by studying your tome. You learn additional Fighting Styles at 7th and 15th Level.
Intelligent Defense
You can guess what your opponent's next move will be better than most thanks to your research. As a reaction, you can add your Intelligence Modifier to your AC. You can use this reaction the amount of times equal to your fighter level.
Intelligent Surge
Your nerves seem to boost your Intelligence while in combat. During your Action Surge, you can add your Intelligence Modifier to the damage roll along with the Strength or Dexterity Modifier. After your Action Surge, for 10 rounds, you can add your Intelligence Modifier to the attack on a critical hit.
Intelligent Moves
The constant scrutinization of your book with physical training has increased your senses. You can add your Intelligence Modifier to your saving throws and attack throws. You can use this ability an amount of times equal to your fighter level. You can also use your Intelligence Modifier for Wisdom (Perception) ability checks.
Intelligent Mind
Your time devoted to studying the tome has increased your abilities. You can now prepare 2 Fighting Styles rather than one. You can also prepare them on a short rest, rather than a long rest.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
I love the concept and direction, but in my opinion, I feel like it is missing a core mechanic, the unique factor. Right now, it reminds me of the Champion. Not the worst choice, but generally overshadowed by the other options.
For potential ideas regarding that:
The first thing that came to mind was old school WoW Warrior's "stance dance". It could translate to weapon swapping efficiency to make use of different weapon styles and/or buffing improvised weapon damage/swapping damage types to encourage using weapons more unconventionally (half-swording, mordhau, etc), or even having the ability to play with weapon properties (like throwing warhammers without penalty, giving spears reach, using a bow as staff).
For other feedback (which will be relatively opinionated based on my own likes/dislikes, take with a grain of salt):
Studies - I think it may work a bit better to treat this concept as a replica of infusions in the sense that a larger pool to pull from would make it more interesting and increase utility. It also provides a good template for scaling.
Defense - Simple, but strong. I would advise lowering the usage cap, though. At least equal to proficiency, but probably no more than equal to half of fighter level.
Surge - This has the potential to be very strong and worthy of the capstone position instead of in the middle of progression. I don't particularly like that it is crit dependant though. Maybe have it grant advantage to attack rolls for the same duration? Or if you would like to keep the order, perhaps set scaling to fighter level for number of rounds? Along those lines, while it may potentially make it overpowered depending on what rules are applied, hooking up Second Wind to the feature with similar rules may make it more interesting (making it a defensive ability as well by, say, forcing enemies into disadvantage for the duration).
Moves - Probably better off making this earlier in progression, perhaps even in line with the Defense feature since it works similarly. The Perception bit I would honestly roll into the Studies feature, but with proficiency/expertise instead.
Mind - Really weak for the final feature. I would like to propose again to emulate the infusion progression/pool and work up a new feature to slot in, preferably earlier in progression.
I like the idea of having the fighter use weapons unconventionally. I'll work it out. Thank you.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
Here's an idea for an unconventional weapon ability. Tell me if I should add or get rid of or change anything.
You have learned how to use weapons unusually. You gain the following benefits:
I also don't know what you mean by "I think it may work a bit better to treat this concept as a replica of infusions in the sense that a larger pool to pull from would make it more interesting and increase utility. It also provides a good template for scaling," for the Studies ability. Can you explain it to me?
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
In principle, I like the sub-class idea, but I struggle to understand the concept of it in practice.
A Wizard preparing spells essentially boils down to rote memorization of a script or recipe. It's the kind of thing that students regularly do when studying for an exam. Cram it in, and forget it the next day.
However, even the best martial artist can't master a style of fighting from academic effort alone. Learning new philosophies and traditions involves developing muscle memory and reflexes. Becoming good at those techniques may further require significant physical changes. A fighting style that relies on brute strength requires muscle mass that will get in the way of a style that requires flexibility. It's simply not something that can swing overnight.
That said, fantasy is fantasy, so there is plenty of wiggle room for this kind of thing. One might even imagine a feature along the lines of "Mind over Matter", where by doing "mental exercises" the Opus Liege could reallocate floating physical attribute points during a Long Rest. Literally trade Strength for Dexterity or Constitution and back again. This would not only let the Fighter deal more damage with different weapons, but could also let them actually change their combat styles. Higher strength means they could use heavy armor, higher dex would mean they could get away with lighter, stealthier armor. However, this starts to feel more like a psionics feature than an intellectual one.
As for my thoughts on the specific features, you can find them in the spoiler below:
I can't imagine that switching between Fighting Styles over a long rest would be very useful. Most players are going to end up with equipment that will bias them toward one role or another and they aren't likely to be able to perform as well if they switch. Being able to switch from range to melee during a short window would be helpful as combat evolves, but switching during a rest likely means overcommitting.
Note: Fighters already have access to the optional Martial Versatility feature at 4th level, which lets a fighter evolve over time.
This seems totally fair. Essentially gives the sub-class a variant of the Shield spell. Should specify whether it only applies to the triggering attack, all attacks made by the triggering enemy until the next turn, or all attacks until the next turn.
The bump to Saving Throws should probably limited to Dexterity/Strength. Bumping saving throws by up to +5, up to 20 times, is a pretty potent ability, especially if it applies to any save. Dexterity is obvious, and Strength can benefit from proper technique and leverage. Constitution doesn't really have anything to do with senses or perceptiveness, and Mental saves have nothing to do with movement.
Using Intelligence for Perception seems sketchy to me, since Intelligence is already used for Investigation. Nothing against the substitution necessarily, but it seems like overstacking the value of a single attribute.
Preparing an additional fighting style is essentially the Champion's 10th level ability. Possible risk of toe stepping, but not really an issue for me. This is the point at which Preparing Fighting Styles becomes useable, albiet in a limited capacity.
Final Thoughts:
If I were to take this sub-class, the only Fighting Styles I would really care about are the Optional Styles: Blind Fighting, Unarmed Fighting, and Superior Technique. The rest would just be dressing. Of those, Superior Technique is the only one that I'd likely trade out regularly in order to have access to different Maneuvers. I'd just end up sitting on the others until I had a specific reason to switch. For example, switching to Unarmed Fighting would be great if the party regularly gets arrested or unarmed. However, if that's happening frequently, the other players are probably not having as much fun. Blind Fighting would be great if the party regularly ends up exploring caverns or dealing with invisible creatures, but if that's the case, the party is likely to find other ways to adapt.
Any time that the fighter has the time and foresight to swap out a fighting style, the party will likely want to deploy group level solutions. Whenever the party is caught by surprise, the Fighter won't have time to switch.
In the end, Maneuvers, rather than Fighting Styles, more accurately reflect "Martial Spells". The Battle Master gets three at 3rd level and gains 2 more at 7th, 10th, and 15th level. That's 9 of 23 possible Maneuvers. Giving the Opus Liege fewer prepared maneuvers, but the option to switch with a long/short rest would let them adapt without compromising their core build.
If you were to make Opus Liege focus on Maneuvers, then it would be like the Wizard and the Battle Master would be like a Sorcerer.
Absolutely. So what I like about infusions is that they are great at enhancing particular playstyles and can be swapped at the end of a long rest. VERY similar to what you are trying to accomplish, but by limiting the number to what you have it as, you are still more or less set to one playstyle. By allowing more options, I feel like it will increase the versatility and, honestly, increase the power of the subclass as a whole. Though, granted, I may be overplaying the frequency of swapping, but having the option to do so is not a bad thing.
Though... As I was working through this I had another potential idea... Except that it alters the theme slightly (but also addresses the continuity issue mentioned by Memnosyne). By taking inspiration from the Phantom Rogue, "Spirit Scrolls" or "Cursed Treaties" could enable the swapping of styles so readily by being possessed by masters of those styles. Part 2 of this idea is adding another (or add on to a) feature to allow temporary use of a banked style. Fewer options are a given since there are fewer styles, so...
Current (not including base class style) - Active: 1-2, Known: 2-4
Infusions - Active: 2-6, Known: 6-12
Proposed - Active: 1-4, Known: 4-8 + temp use of 1, proficiency bonus #of uses, 10 round duration
And if you want to get really crazy, you could include the Blessed Warrior (Paladin) and Druidic Warrior (Ranger) exclusive styles...
Though if you do not wish to use that particular collection of ideas, I would like your permission to use it to start working on my own concept with that theme.
I like the idea of taking the Battle Master Maneuvers and letting the Opus Liege have more of them, but have to prepare less, was much more of what I was going for. I think that maybe I will take out the Fighting Styles and use the Maneuvers instead. I think I will take the Infusions active-prepared piece you made (Active: 2-6, Known: 6-12) for the amount of maneuvers prepared and in their book. You came up with it so do what every you want with what you made.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
Cool. Though since it was born from the discussion, I still treat it as your IP until you stated otherwise. I will absolutely expand on the idea.
I really like this concept!
I think you could make this subclass leaning more on the WIS stat as well, could be like a thowback to bluff checks. The Insight skill description includes reading body language to anticipate threats, but there's no template on how to use it effectively in combat.
I like that idea. I will try to incorporate that.
For now, here is the new version:
A fighter who fights with various manuevers they have written down in their tome is an Opis Liege. They may be trained in every weapon, but their true power comes from their intelligence. They constantly look through their pages, trying their best to fight based on its rules. They may have come across a library of martial practices and taken one of the books with them, or they could have made it themselves while studying soldiers. Wherever they got their tome, they are very protective of it and see it as a weapon in itself.
Tome of Maneuvers
When you choose this archetype at 3rd level, you gain a tome that contains all the maneuvers you have learned.
Maneuvers. You learn three maneuvers of your choice, from the Battle Master archetype. You can only use one maneuver per attack.
You learn three additional maneuvers of your choice at 7th, 10th, and 15th Level. You only prepare an amount of maneuvers equal to your proficiency bonus.
Superiority Dice. You have four superiority dice, which are d8s. 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.
You can also use your Intelligence Modifier for any Wisdom (Perception) checks.
Secondary Use
At 3rd level, you have learned how to use weapons unusually. You gain the following benefits:
Constant Examination
At 7th level, you gain the ability to prepare your maneuvers in a short rest. You can also change one of your prepared maneuvers to another maneuver once per long rest without having to take a long or short rest.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s
Intelligent Moves
At 15th level, you can predict what will happen when you attack and how to block your enemies attacks better. You can use the following abilities:
You can use both of these abilities an amount of times equal to half of your fighter level.
Opis Surge
At 18th level, your nerves seem to boost your Intelligence while in combat. During your Action Surge Second Wind, you have proficiency with any attack rolls you make. This effect continues for an amount of turns equal to your Intelligence Modifier plus your Proficiency Bonus.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses