I've done a revamp of the Maneuver system myself... adding in new ones and making slight alterations to other ones. I've also taken some abilities from other classes to incorporate into my list, the reason being I was setting up the rules for a Core Four E6 campaign and thus didn't mind duplication since the classes that were being stolen from weren't going to be used anyway. And then as part of the Core Four campaign, I created new Fighter subclasses that were all set up as BMs with specific selections based upon their fighting style and duty (while removing the Champion, EK, and the "any selection goes" Battle Master.) I figure if Rogues have Thieves, Assassins, Scouts, Swashbucklers and other flavorful subclasses... the Fighters should have the same thing.
The 20 Maneuvers I established:
-Aim- When you make a weapon attack roll against a creature, you can use your bonus action and expend one superiority die to take careful aim and make it easier to hit. Roll the superiority die and add it to your attack roll. You can use this maneuver after making the attack roll, but before any effects of the attack are applied.
-Charge- When you take the Dash action and end your movement adjacent to a creature, you can expend one superiority die to attack that enemy. Make a single melee weapon attack against that opponent and add the superiority die to the attack’s damage roll if you hit.
-Cleave- 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 also hit the second creature, both creatures take damage equal to the number you roll on your superiority die.
-Direct- When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. Use a bonus action and expend one superiority die to choose a friendly creature which can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
-Disarm- 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.
-Distract- 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 and 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.
-Evade- When you move, you can expend one superiority die to make it more difficult for other creatures to hit you. Roll the superiority die and add the number rolled to your AC until the start of your next turn.
-Feint- When you make a melee weapon attack, you can expend one superiority die and use a bonus action on your turn to feint, throwing your target off-balance and making it easier to hit it. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
-Goad- When you hit a creature with a weapon attack, you can expend one superiority die to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
-Hook- When you succeed with a grapple check against a creature, you can expend one superiority die to attempt to restrain the target. You add the superiority die as bonus damage to the grapple, and the target must make a Strength saving throw. On a failed save, you restrain the target.
-Inspire- You can expend one superiority die and use a bonus action to inspire an ally. Choose one creature within 60 feet of you who can hear you. Once before your next short rest, the creature can roll the superiority die and add the number rolled to one ability check, attack roll, or saving throw it makes.
-Lunge- When you make a melee weapon attack on your turn, you can expend one superiority die to lunge forward, widening your opening for the attack but leaving you open for easier attacks in return. You increase your reach for your attack by 5 feet and gain advantage on the attack roll, and if you hit, you add the superiority die to the attack’s damage roll. However, all attacks made against you until the start of your next turn also have advantage.
-Maneuver- 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 which can see or hear you. That creature can use its reaction to move up to its speed without provoking opportunity attacks from the target of your attack.
-Menace- 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- When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to parry part of the attack to cause less damage. Reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
-Push- 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, you shove it back 5 feet. The target must also make a Strength saving throw, rolling with Disadvantage if you are proficient in Athletics. On a failed save you can choose to shove the target back up to a total of 15 feet.
-Rally- 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 which can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence or Charisma modifier (whichever is higher).
-Riposte- When a creature misses you with a melee attack, you can expend one superiority die to make an immediate counterattack. Use your reaction to make a melee weapon attack against the creature and if you hit, you add the superiority die to the attack's damage roll.
-Tag- When a creature makes a melee weapon attack against you, you can use your reaction to expend one superiority die and confuse him with some derring-do. Roll the superiority die and subtract it from the creature's attack roll. You can use this maneuver after the creature makes their attack roll, but before any effects of the attack are applied.
-Trip- 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, rolling with Disadvantage if you are proficient in Athletics. On a failed save, you knock the target prone.
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And then the Fighter subclasses which have the maneuvers include the following. The Basic maneuvers are the ones the subclass gets at 3rd level, and the Advanced maneuvers are the ones that can be selected at later levels.
[Banneret] The inspiring tactician and leader from the rear.
Basic: Inspire, Rally, Direct; Advanced: Maneuver, Evade, Distract
[Brawler] The bare-knuckled unarmed combatant.
Basic: Hook, Push, Trip; Advanced: Charge, Riposte, Lunge
[Brute] The large and robust athlete and thug.
Basic: Charge, Lunge, Menace; Advanced: Hook, Push, Rally
[Dervish] The strong dual-wielding whirlwind dynamo.
Basic: Charge, Tag, Distract; Advanced: Aim, Evade, Cleave
[Fencer] The dexterous duel wielder of rapier and parrying-dagger.
Basic: Disarm, Parry, Maneuver; Advanced: Tag, Feint, Inspire
[Myrmidon] The quintessential martial swordsman.
Basic: Riposte, Feint, Inspire; Advanced: Direct, Tag, Parry
[Sharpshooter]: The master archer and ranged combatant.
Basic: Aim, Evade, Disarm; Advanced: Rally, Direct, Goad
[Slayer] The two-handed weapon 'kill 'em all!' warrior.
Basic: Menace, Cleave, Trip; Advanced: Goad, Push, Hook
[Vanguard] The heavily armored defensive tank.
Basic: Goad, Cleave, Maneuver; Advanced: Lunge, Push, Disarm