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D&D 5E rebuilding a fighter subclass

How hard would it be to get a 5e fighter to look like a hero of myth and not like a soldier? I have often heard people say "If the battle master was the basic fighter, then add sub class to that" and I can see some reason to want that. I however also see a reason to keep the champion for people who want just the basics.

In another thread someone suggested making a whole new class (and I think that is what would have to be the case if WotC did it or else it would throw everyone off) but I wanted to see what an updated fighter would look like.

I mixed the Psi warrior and the Battlemaster but removed the flavor of magic/psionics. I suck at balancing thing though so I wonder what you guys would thing of this as an advanced 5e fighter? I grabbed a few ideas from other threads and even Bo9S and 4e, but I didn't go really far. I do think maneuvers that can't be chosen before 12th and later would need to be added too.

either way here is the sub class

Battle Mastery
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and you can regain them on a short or long rest. If you have none when a combat encounter starts you regain 1.
Some of your powers expend the superiority dice they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended.
When you reach certain levels in this class, the size of your superiority dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your superiority dice.
Parry. When you or another creature you can see within 5 feet of you takes damage, you can use your reaction to expend one superiority die, roll the die, and reduce the damage taken by the number rolled plus your wisdom modifier (minimum reduction of 1), as you use your weapon to block part of the attack, if you have a shield equipped you can add +2 to the die roll.
Power Strike. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can roll one superiority die, rolling it and dealing additional damage to the target equal to the number rolled plus your wisdom modifier.
Increased Movement. You can as part of a move roll one superiority die and add it to either your movement (round up to the nearest 5ft) or to a strength (athletics) or dex (acrobatics) check as part of the movement. You can instead choose to expend said superiority die and your movement does not provoke opportunity attacks.

Additional maneuvers
You learn a number of additional maneuvers equal to your proficiency, each of witch can be used by expending superiority die

Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Brake Arcane (prerequ 5th level)
You can spend a superiority to push through a magical barrier. The barrier has to be one that dispel magic can effect, and if it is higher then 3rd level you must make a strength check DC 8+ spell level, but you can add the superiority die to the roll.

Charm (prereq commanding presence)
When you can expend one superiority die to attempt to charm the target. The target must make a Wisdom saving throw. On a failed save, it is charmed by you. When it is out of your line of sight, or you allow it, it can make additional Wisdom saves to end the condition.

Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Distracting Strike
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. 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.

Fast Talking
When an ally fails a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend a superiority die as a reaction and add it to there result.

Get Over here (prereq must have a reach weapon)
When you hit with a reach weapon you can spend a superiority die to pull the target 5ft closer to you.

Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Ignite Weapon (prereq 5th level)
As a bonus action you can change the damage type of you Power Strike to acid, cold, electric, or fire. Roll one superiority die it lasts for that many minutes.
Inspiring Word (prereq: Rally)
On your turn, you can use a bonus action and expend one superiority die heal an allie. One ally that can hear you within 30ft can as a reaction spend a HD, and gain a bonus to the healing equal to the roll of your superiority die.

Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Menacing (prereq commanding presence)
When you can expend one superiority die to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you. When it is out of your line of sight, or you allow it, it can make additional Wisdom saves to end the condition.

Mountain Hammer (prereq level 5)
As an action when you and your target are both on the ground you can expend a superiority die make a melee attack that ignores resistances and immunities to your weapon damage, and deals additional damage equal to two of your superiority die

Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

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 who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Run on walls (Prereq 5th level)
As part of movement you can spend a superiority die and for a number of minutes equal to the roll you can move along walls and ceilings as if they were floors

Spot the Weakness (Prereq Tactical Assessment)
When a creature hits or misses you as a reaction you can expend one superiority die and make a Wisdom (insight) check DC equal to the attackers AC. If you make the DC you have advantage on your next attack against the target before the end of your next turn, and they have disadvantage on all attacks against you until the end of your next turn.

Sweeping Attack
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 hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Tide of Iron
When you have a shield equipped before or after an attack you can force a target to make a Str save or be knocked back 5ft +your roll of a superiority die (round down to nearest 5ft).

Improved Critical
Beginning at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.

Commanding Surge
Starting at 16th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
 

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