Hawk Diesel
Adventurer
Also I thought of something that might work for master duelist. You could make the ability something along the lines of any target you deal damage to has disadvantage on attacks against you until the start of your next turn.
Titan Grip allows a Great Weapon Fighter to dual wield two-handed weapons. These two fighting styles give the player +13.65 damage on average (if using a 2d6 weapon). Providing a total of 61.65 damage per turn.
Titan Grip allows someone who has been two weapon fighting to upgrade to two two-handed weapons. These two fighting styles give the player +12.5 damage (if they have a modifier of 5). Providing a total of 60 damage per turn.
Master Marksman allows a Archer to make a fifth attack with their bonus action (a full attack. These two fighting styles give the player +14.5 damage (if using a longbow). Providing 57.5 damage per turn.
This is in addition to the fourth attack the Fighter gains at 20th level.
Superior Fighting Style (New)...
~ Any ranged attack that hits a creature behind three-quarters cover is treated as a critical hit.
Stalwart Defender
Titan Grip
Your intense martial prowess allows you to wield large weapons in a single hand. You gain the following benefits:
~ All melee weapons in your hands gain the light property while wielded by you.
~ You ignore the heavy and two-handed properties of melee weapons.
~ You cannot be disarmed against your will unless you are unconscious.
~ Once per turn, when you hit a creature with a melee weapon attack, you can force the creature to make a Strength saving throw (DC = 8 + your proficiency + your Strength modifier). On a failed save the creature suffers the attack’s normal effects, and is also knocked prone.
Relentless Attacker
Weaponmaster