Hmm... Maybe I should use the base classes as "sub-classes".
Maneuvers can be shared between classes, the same way spells are.
Fighter Warlord
Learn 4 maneuvers from the maneuver list.
When you roll initiative, you have 2 dice.
When you take the attack action, you can trade your attack(s) to gain 1 die for each attack you don't make.
Rogue One: Blue Leader
Learn 4 maneuvers from the maneuver list.
You can use your sneak attack dice to power the maneuvers. Dice spent this way are unavailable until the end of your next turn.
Monk Abbot
Learn 4 maneuvers from the maneuver list.
You can spend ki to perform maneuvers. Your die size is d8's.
Barbarian Jarl
Learn 4 maneuvers from the maneuver list.
When you take damage you gain a d6 manuver die until the end of your next turn. If you are raging, the die is a d12.
In addition, you can take an extra oppertunity attack each turn.
Ranger Pathfinder
Learn 4 maneuvers from the maneuver list.
As a bonus action, select a target. Each turn you gain a d6 die to use manuvers against that target. This increases to 2 d6's at level 5, 3 d6's at level 11, and 4d6 at level 12.
In addition, you can track your selected target.
Paladin Marshal (Oath of Teamwork)
Learn 4 maneuvers from the maneuver list.
You can use your lay on hand (maybe spell slots? maybe both?) to power maneuvers. The size is a d4 for each 2 points spent. (1d8 per spell slot)
Manuvers
Fight On!: When an ally takes damage, you can spend a die to reduces the incoming damage by the result. If the damage is reduced to 0, the attack is a miss and they gain the remainder as temporary hit points.
Cunning Strike: When you make a weapon attack, instead of rolling an attack roll, the target makes an Intelligence saving throw. If they fail, you hit and deal damage equal to your die roll.
First Aid: You can use your action to allow a creature to spend a hit die for each die spent. Add your roll to the result. Once a creature benefits from this, they cannot benefit again until they take a short rest.
First Strike: When a creature rolls initiative, you can give a bonus equal youe roll.
Sacrificial Opportunity: When a creature would make a melee attack against you, you can be automatically be hit in order to have it provoke an opportunity attack from one creature adjacent to it, excluding yourself. Reduce the damage you take by the die roll.
Exploit Weakness: When a creature hits another creature with an attack, it deals extra damage equal to the die roll.
Drive the Point: When a creature makes with an attack, you can spend a die to increase the roll by the result.
Hold your Ground: When a creature would be pushed or pulled, reduce the distance by 5'.
Direct the Strike: When an ally takes an attack action, you can spend a die to allow them to make 1 additional attack against the same target. You can use this once per attack turn.
Skirmish: When a creature would provoke an opportunity attack, they do not provoke an opportunity attack.
Ect...
Still seems a bit backwards, but I could live with it.