TEXT: The Fighter
  Level
  Proficiency Bonus Features
  Maneuvers Known
  Superiority Dice
  1
  +2
  Fighting Style, Second Wind
  —
  —
  2
  +2
  Action Surge, Combat Superiority
  3
  4d6
  3
  +2
  Martial Archetype
  3
  4d6
  4
  +2
  Ability Score Improvement
  3
  4d6
  5
  +3
  Extra Attack
  3
  4d6
  6
  +3
  Ability Score Improvement
  4
  5d6
  7
  +3
  Martial Archetype Feature
  4
  5d6
  8
  +3
  Ability Score Improvement
  4
  5d6
  9
  +4
  Indomitable
  4
  5d8
  10
  +4
  Martial Archetype Feature
  5
  5d8
  11
  +4
  Extra Attack (2)
  5
  5d8
  12
  +4
  Ability Score Improvement
  5
  5d8
  13
  +5
  Indomidable (two uses)
  5
  6d8
  14
  +5
  Ability Score Improvement
  6
  6d8
  15
  +5
  Martial Archetype Feature
  6
  6d10
  16
  +5
  Ability Score Improvement, Relentless
  6
  6d10
  17
  +6
  Action Surge (two uses), Indomitable (three uses)
  6
  6d10
  18
  +6
  Martial Archetype Feature
  6
  6d10
  19
  +6
  Ability Score Improvement
  6
  6d10
  20
  +6
  Extra Attack (3)
  6
  6d10
  Variant: Fighter
  This document presents two additional features for the
  Fighter class: Combat Superiority and Relentless. It removes
  the Battle Master subclass in favor of a class-wide system of
  battle maneuvers that all fighter subclasses can take
  advantage of.
  All class features are identical to the ones found in the
  Player's Handbook. Two additional features for the fighter are
  found later in this document. This variant is compatible
  with every Martial Archetype except for the Battle Master.
  My Notes
  C0re's fighter is pretty great in concept. It's very similar to the
  fighter in various drafts of the D&D Next playtest. Having a
  maneuver at the ready once per turn is a great way to keep
  things interesting every turn, without having to deal with
  resource tracking and management.
  However, having these maneuvers all the time, even with
  their damage removed, is a bit too strong no matter how you
  look at it. In particular, having maneuvers such as Menacing
  Attack, Trip Attack, and Distracting Strike available every turn
  is extremely strong and allows them to be abused in ways not
  intended by the original developers.
  Thus, I was given a choice - nerf or remove problematic
  maneuvers, or nerf the feature itself to have a resource. Given
  my experience playing a Battle Master fighter, I decided to
  attach the Battle Master's maneuvers to superiority dice (as
  shown in the class table). I then removed Goading Attack
  (sorry, that's what the Cavalier does), buffed Evasive Footwork,
  and added some damage to Commander's Strike (this
  maneuver is the only one that gets damage as it costs you an
  attack).
  With that, I also decided to remove C0re's Battle Master (it's
  a bit too generic, even with his changes), instead giving access
  to all maneuvers to the Champion - after all, it's a very
  generalist subclass.
  1
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  C0re's Original Notes
  Reworking fighter to use superiority die baseline
  has been a very popular talking point amongst the
  community for quite a while. A friend of mine
  tweeted the 5e developers and asked them their
  thoughts, and Mike Mearl's reply was "I think that
  would've been my preferred approach to the
  fighter, looking back." and "in fact, initial martial
  dice design worked that way."
  My design goals here were to make the fighter
  have more meaningful and interesting options in
  combat while giving them a minor buff.
  My original version of this rework removed action
  surge and extra attack (3) in exchange for full
  damage baseline maneuvers. This worked out
  mathematically, but was found to be pretty
  unpopular. Turns out, people REALLY like action
  surge, even when presented with a mathematically
  superior alternative.
  I went back to the drawing board and decided to
  remove the damage and number of uses from
  maneuvers, so you can use a maneuver once per
  turn, every turn.
  Additional Features
  Combat Superiority
  At 2nd level, you learn maneuvers that are fueled by special
  dice called superiority dice.
  Maneuvers
  You learn three maneuvers of your choice, which are listed in
  the "Maneuvers" section at the end of this document. Many
  maneuvers enhance an attack in some way. You can use only
  one maneuver per attack.
  You learn one additional maneuver of your choice at 6th,
  10th and 14th level. Each time you learn a new maneuver, you
  can also replace one maneuver you know with a different one.
  Your Martial Archetype also grants you one additional
  maneuver when you choose it at 3rd level, detailed in the
  "Archetype Maneuvers" section below.
  Superiority Dice
  You have four superiority dice, which are d6s. A superiority
  die is expended when you use it. You regain all of your
  expended superiority dice when you finish a short or long rest.
  You gain another superiority die at 6th level and one more at
  13th level. Additionally, your superiority dice become d8s at
  9th level and become d10s at 15th level.
  Saving Throws
  Some of your maneuvers require your target to make a saving
  throw to resist the maneuver's effects. The saving throw DC is
  calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus +
  your Strength or Dexterity modifier (your choice)
  Relentless
  Starting at 16th level, when you roll initiative and have no
  superiority dice remaining, you regain 1 superiority die.
  Archetype Maneuvers
  When you choose your martial archetype at 3rd level, you
  learn one additional maneuver based on the archetype you
  chose, as listed in the table below. For homebrew archetypes,
  the DM may choose a list of possible maneuvers that best fits
  the archetype. The maneuvers themselves are detailed at the
  end of this document.
  Archetype Maneuvers
  Archetype
  Maneuver Learned
  Arcane Archer Evasive Footwork, Precision Attack, or
  Pushing Attack
  Cavalier
  Lunging Attack, Maneuvering Attack, or
  Parry
  Champion
  Any maneuver of your choice
  Eldritch Knight Distracting Strike, Menacing Attack, or
  Pushing Attack
  Purple Dragon
  Knight
  Commander's Strike, Maneuvering Attack,
  or Rally
  Samurai
  Evasive Footwork, Feinting Attack, or
  Riposte
  Maneuvers
  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.
  Disarming Attack
  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. The
  target must make a Strength saving throw. On a failed save, it
  drops the object you choose. The object lands at its feet.
  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. 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.
  Evasive Footwork
  When you move, you can expend one superiority die, rolling
  the die and adding the number rolled to your AC until the start
  of your next turn or until you become unable to move.
  2
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Feinting Attack
  You can expend one superiority die and use a bonus action on
  your turn to feint, choosing one creature within 5 feet of you
  as your target. You have advantage on your next attack roll this
  turn against that creature. The advantage is lost if not used on
  the turn you gain it.
  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.
  Maneuvering Attack
  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. Choose a friendly creature
  who can see or hear you. That creature can use its reaction to
  move up to half its speed without provoking opportunity
  attacks from the target of your attack.
  Menacing Attack
  When you hit a creature with a weapon attack, 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 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
  reduce the damage by the number you roll on your superiority
  die + your Dexterity modifier.
  Precision Attack
  When you make a weapon attack roll against a creature, you
  can expend one superiority die to add it to the roll. You can
  use this maneuver before or after making the attack roll, but
  before any effects of the attack are applied.
  Pushing Attack
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to drive the target back.
  If the target is Large or smaller, it must make a Strength
  saving throw. On a failed save, you push the target up to 15
  feet away from you.
  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
  (minimum of 1).
  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.
  Skill Superiority
  When you make an ability check while in combat, you can
  expend one superiority die to add it to the roll. You can use
  this feature after seeing the total but before learning if you
  succeeded or failed.
  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.
  Trip Attack
  When you hit a creature with a weapon attack, you can
  expend one superiority die to attempt to knock the target
  down. If the target is Large or smaller, it must make a
  Strength saving throw. On a failed save, you knock the target
  prone.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Badooga Homebrew/Edited C0rebrew Fighter.pdf