Number of maneuvers known and number of dice equal to proficiency bonus, and die size tied to same level when bonus increases.
+2 - d4, +3 - d6, +4 - d8, +5 - d10, +6 - d12.
battlemaster could just doubled the number of dice and maneuvers.
Glad you like it! I am sure it will be updated a bit, but hopefully it is fairly complete at this point.
Originally I didn't have maneuver
dice, just a flat bonus which was equal to the proficiency bonus (so +2 to +6), but as you noted that mirrored the increasing die type, so I was going to go with that... but then finally decided to use a die just less than Battle Master dice, otherwise a strange thing happens at 17th level... Fighters would use a d12, but Battle Masters don't get d12 until 18th level!
Also, I thought 6 maneuvers was too much, frankly, as I don't want to make the Battle Master more or less obsolete.
But all that being said, these were just
my design choices. If you wanted to adapt it and make the changes you suggest, I doubt it would hurt at all if it fits your game better. As we play with it more and see how things work in game, some of the changes you suggest might be adopted. We'll see and thanks for your input!
also, I would limit Action surge to 1/turn and keep the double (extra) Attack action.
Again, you could certainly do that if you wanted. Part of my goal was to allow the Fighter to do more if they want, not just more attacks.
By changing extra attack and allowing more action surges, a Fighter could Dash, Extra Attack (3), Attack (+1), Dodge, and Dash again by using all four actin surges. At 20th level, that is a
ton of stuff, but you are using
all your action surges so personally I am ok with it.
It also allows for a lot of movement. You could Dash (30+30), AS 1 Dash (+30), AS 2 Dash (+30), AS 3 Dash (+30), AS 4 Dash (+30) for a total of 180 feet! Not quite IRL WR speed, but pretty fast. Add Mobility feat, and it is 240 feet, which is much faster than IRL WR (which is about 210 feet per round).
If I limit AS to 1/ turn, such speeds and other physical acts aren't possible--I'd have to rewrite it to make them work.
It's a nice upgrade to the fighter class. I'd rather it focused on adding more non-combat options, since that's where I see the greatest disparity, but that wasn't your stated focus for the design, so nicely done.
Thanks, I think it will work fairly well.
I know a lot of people want more non-combat options, but do you not think race, background, and the two bonus feats could make up for it? Or do you think such other options could be better fitted to subclasses that emphasize those other pillars?
I like the idea regarding spending two uses of Indomitable for an automatic success.
Well, currently it isn't an auto-success, but a 20, which if the DC is high enough might not succeed since a natural 20 doesn't always succeed in 5E (although many groups play it that way...).
So, do you think making it a 20 is sufficient (should be in most cases) or do you
really want it an auto-success? After I went to bed I was thinking about it and thought perhaps
three uses of Indomitable could be auto-success, regardless of DC. What do you think?
Just a thought, but what if Indomitable could also be used to change a critical hit into a non-critical hit? That would make it more useful in fights where you don't need to make any saves (not an uncommon occurrence IMO), and help fighters to normalize their damage. Even with a high AC, the DM rolling a
(un)lucky series of crits can be devastating to a front-liner.
Oh, that is a great idea! Maybe using your reaction and a use of Indomitable changes a critical hit into a normal hit. I'll add that to the OP and discuss it with my group. Thanks for the idea!