TEXT: Banneret (Variant)
  A banneret inspires greatness in others by committing
  brave deeds in battle. A lone banneret is a skilled
  warrior, but a banneret leading a band of allies can
  transform even the most poorly equipped militia into a
  ferocious war band.
  A banneret prefers to lead through deeds, not words.
  As a banneret spearheads an attack, the banneret's
  actions can awaken reserves of courage and conviction
  in allies that they never suspected they had.
  Battlefield Inspiration
  Starting at 3rd level, when you make a weapon attack on
  your turn, you can use a bonus action to target one ally
  you can see within 60 feet of you. If the ally can see or
  hear you, it can add a d4 to its attack rolls and saving
  throws until the end of your next turn.
  Starting at 7th level, you can target two allies within
  60 feet of you, rather than one. Starting at 15th level, you
  can target three allies.
  Rallying Cry
  When you choose this archetype at 3rd level, you learn
  how to inspire your allies to fight on past their injuries.
  When you use your Second Wind feature, you can
  choose up to three allies within 60 feet of you. Each ally
  regains hit points equal to your fighter level, provided
  that the creature can see or hear you.
  Graceful Leader
  At 7th level, you gain proficiency in the Persuasion skill.
  If you are already proficient in it, you gain proficiency in
  one of the following skills of your choice: Animal
  Handling, Insight, Intimidation, or Performance.
  Your proficiency bonus is doubled for any ability check
  you make that uses Persuasion. You receive this benefit
  regardless of the skill proficiency you gain from this
  feature.
  Inspiring Surge
  Starting at 10th 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.
  Bulwark
  Beginning at 15th level, you can extend the benefit of
  your Indomitable feature to an ally. When an ally within
  60 feet of you fails a saving throw, you can use your
  reaction and expend one use of Indomitable to allow the
  ally to reroll its saving throw.
  Inspiring Presence
  Starting at 18th level, you and any ally within 30 feet of
  you can't be frightened while you are conscious.
  Additionally, when you take the Attack action, each ally
  within 30 feet of you gains temporary hit points equal to
  your Charisma modifier (minimum of 1).
  Champion (Variant)
  The archetypal Champion focuses on the development
  of raw physical power honed to deadly perfection. Those
  who model themselves on this archetype combine
  rigorous training with physical excellence to deal
  devastating blows.
  Improved Critical
  Starting at 3rd level, your weapon attacks score a critical
  hit on a roll of 19 or 20.
  Unbeatable Warrior
  Also starting at 3rd level, if you have more than half of
  your total hit points remaining, you can deal an
  additional 1d4 damage whenever you hit with a weapon
  attack. This bonus increases to 2d4 at 10th level.
  Remarkable Athlete
  Starting at 7th level, you can add half your proficiency
  bonus (round up) to any Strength, Dexterity, or
  Constitution check you make that doesn't already use
  your proficiency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by a number of feet
  equal to your Strength modifier.
  Additional Fighting Style
  At 10th level, you can choose a second option from the
  Fighting Style class feature.
  Superior Critical
  Starting at 15th level, your weapon attacks score a
  critical hit on a roll of 18-20.
  Survivor
  At 18th level, you attain the pinnacle of resilience in
  battle. At the start of each of your turns, you regain hit
  points equal to 5 + your Constitution modifier if you have
  no more than half of your hit points left. You don't gain
  this benefit if you have 0 hit points.
  1
  
  Dragoon
  The dragoon is a master of both ranged and mounted
  combat. An excellent sniper and eagle-eyed scout, this
  fighter is a perilous foe who combines extraordinary
  marksmanship with the superior mobility of a mount.
  Bonus Proficiency
  When you choose this archetype at 3rd level, you gain
  proficiency in one of the following skills of your choice:
  Animal Handling, Insight, Investigation, Persuasion, or
  Survival.
  Born to the Saddle
  Starting at 3rd level, your mastery as a rider becomes
  apparent. You have advantage on saving throws made to
  avoid falling off your mount. If you fall off your mount
  and descend no more than 10 feet, you can land on your
  feet if you're not incapacitated.
  Finally, mounting or dismounting a creature costs you
  only 5 feet of movement, rather than half your speed.
  Parting Shot
  At 3rd level, you learn to maximize the benefits of
  simultaneously moving and attacking. When you or your
  mount takes the Dash or Disengage action on your turn,
  you can make one ranged weapon attack as a bonus
  action. If your mount is an independent mount, you can
  take this bonus action on your next turn.
  Careful Eyes
  Starting at 7th level, you excel at picking out hidden
  enemies and other threats. You can take the Search
  action as a bonus action.
  Rider's Intuition
  Starting at 7th level, while you are mounted and aren't
  incapacitated, your mount gains a bonus to saving
  throws equal to your proficiency bonus.
  Crippling Shot
  Starting at 10th level, your skill as a marksman allows
  you to land shots that debilitate your foes. Once per turn
  when you hit a creature with a ranged weapon attack,
  you can choose to cripple the creature until the end of
  your next turn. While crippled, the creature can't take
  reactions and has its speed reduced by 10 feet.
  Evasion
  Starting at 15th level, you can nimbly dodge out of the
  way of certain area effects, such as a red dragon's fiery
  breath or a lightning bolt spell. When you are subjected
  to an effect that allows you to make a Dexterity saving
  throw to take only half damage, you instead take no
  damage if you succeed on the saving throw, and only half
  damage if you fail.
  Your mount also gains this benefit while you aren't
  incapacitated.
  Volley
  Starting at 18th level, you can use your action to make a
  ranged attack against any number of creatures within 20
  feet of a point you can see within your weapon's range.
  You must have ammunition for each target, as normal,
  and you make a separate attack roll for each target.
  You can apply your Crippling Shot to each creature
  you hit with this action.
  Image Source: Mount & Blade
  
  Gladiator
  Gladiators battle for the entertainment of raucous
  crowds. Some gladiators are brutal pit fighters
  who treat each match as a life-or-death struggle,
  while others are professional duelists who
  command huge fees but rarely fight to the death.
  Arena Expert
  When you choose this archetype at 3rd level, you
  gain proficiency in one of the following skills of
  your choice: Acrobatics, Animal Handling, Insight,
  Intimidation, or Performance.
  Fight to Win
  Starting at 3rd level, you have learned to fight up
  close and personal, finding any opportunity to
  strike. You can use your bonus action to attempt to
  grapple or shove a creature.
  Spectacle Fighter
  Starting at 7th level, you have mastered the use of
  brawn to awe spectators and to intimidate your
  foes. Whenever you make a Charisma
  (Intimidation) or Charisma (Performance) check,
  you gain a bonus to the check equal to your
  Strength modifier.
  In addition, you gain advantage on saving throws
  against being frightened.
  You're Next
  Starting at 10th level, you can make an example
  out of your victims in order to demoralize your
  enemies. When you make a melee weapon attack
  against a creature, if you score a critical hit or
  reduce the creature to 0 hit points, you can force
  each creature of your choice within 30 feet of the
  victim to make a Wisdom saving throw (DC 8 +
  your Charisma modifer + your proficiency bonus).
  On a failed save, a creature is frightened of you for
  1 minute. A creature can repeat the saving throw
  at the end of each of its turns, ending the effect on
  itself on a success.
  Once you use this feature, you must finish a
  short or long rest before you can use it again.
  Cull the Weak
  Starting at 15th level, you are immune to being
  frightened, and you have advantage on attack rolls
  against creatures that are frightened.
  Arena Champion
  Starting at 18th level, you can grapple and shove
  creatures that are no more than two sizes larger
  than you.
  Art Credits
  Art uploaded by AlphaSystem on Art Abyss:
  https://art.alphacoders.com/arts/view/49024
  
  Juggernaut
  Juggernauts are simple warriors who rely on their
  own durability to overcome their enemies. Some
  juggernauts combine this physical might with
  tactical cunning. Others just hit things until those
  things stop hitting back.
  Brutish Durability
  Starting at 3rd level, you can use a bonus action to
  gain temporary hit points equal to your fighter level
  + your Constitution modifier. These temporary hit
  points disappear after 1 minute. Whenever you
  make a saving throw while you have these
  temporary hit points, you can roll 1d6 and add the
  die to your saving throw total.
  You can use this feature three times, and you
  regain all expended uses of it when you finish a
  long rest.
  Unyielding
  Beginning at 3rd level, when you are subjected to
  an effect that would move you, knock you prone, or
  both, you can use your reaction to be neither
  moved nor knocked prone.
  Continue Forward
  Starting at 7th level, if you are grappled by one or
  more creatures that are no more than one size
  larger than you, your speed is halved, rather than
  reduced to 0, and the creatures can't forcibly drag
  or carry you. Instead, you drag these creatures
  along with you when you move.
  Shrug It Off
  Starting at 10th level, when an attacker that you
  can see hits you with an attack, you can use your
  reaction to halve the attack's damage against you.
  Additionally, if you use Unyielding to negate an
  effect that also deals damage, you can choose to
  halve the effect's damage against you.
  Indestructible
  Beginning at 15th level, you can withstand even the
  most debilitating effects, such as a green dragon's
  poisonous breath or a circle of death spell. When
  you are subjected to an effect that allows you to
  make a Constitution saving throw to take only half
  damage, you instead take no damage if you
  succeed on the saving throw, and only half damage
  if you fail.
  Legendary Resistance
  Starting at 18th level, if you fail a saving throw, you
  can expend one use of Indomitable to succeed
  instead.
  Art Credits
  Drawn by Feng guo on Artstation:
  https://www.artstation.com/artwork/z1m2q
  4
  
  Monster Hunter
  As a Monster Hunter fighter, you are an expert at
  defeating supernatural threats. Typically mentored by an
  older, experienced Monster Hunter, you learn to
  overcome a variety of unnatural defenses and attacks,
  including those of undead, lycanthropes, and other
  creatures of horror.
  Monster Slayer
  Starting at 3rd level, whenever you hit a weapon attack
  with advantage against a creature, you can cause the
  weapon to deal twice as much damage. This doesn't
  double any damage damage from an additional source,
  such as the Divine Smite paladin feature, the Sneak
  Attack rogue feature, or the Great Weapon Master and
  Sharpshooter feats. If this attack was made against an
  aberration, a fey, a fiend, or an undead, the target's speed
  is also reduced to 0 until the end of your next turn.
  You have three uses of this ability, and you regain all
  expended uses of it when you finish a short or long rest.
  Supernatural Expert
  When you choose this archetype at 3rd level, you gain
  proficiency in two of the following skills of your choice:
  Arcana, History, Insight, Investigation, Nature,
  Perception, Religion, or Survival. Your proficiency bonus
  is doubled for any ability check you make that uses
  either of those proficiencies.
  In addition, you gain the ability to speak one of the
  following languages of your choice: Abyssal, Celestial,
  Deep Speech, Infernal, or Sylvan.
  Hunter's Mysticism
  At 7th level, your study of the supernatural gives you a
  limited ability to use magic. You can cast detect magic as
  a ritual. You can cast protection from evil and good, but
  you cannot cast it again with this feature until you finish
  a long rest. Wisdom is your spellcasting ability for these
  spells.
  Supernatural Assault
  Starting at 7th level, attacks you make against
  aberrations, fey, fiends, and undead count as magical for
  the purpose of overcoming resistance and immunity to
  nonmagical attacks and damage.
  Cripple Monster
  Starting at 10th level, when you use your Monster Slayer
  feature on a creature, the target has disadvantage on
  ability checks until the end of your next turn.
  Additionally, if the attack causes the target to make a
  Constitution saving throw to maintain concentration, it
  has disadvantage on that save.
  Hunter's Resilience
  At 15th level, you gain proficiency in Intelligence,
  Wisdom, and Charisma saving throws. When you use
  your Indomitable feature to reroll one of those saving
  throws, you have advantage on saving throws of the
  same type until the end of your next turn.
  Final Hour
  Starting at 18th level, when you roll initiative and have
  no uses of Monster Slayer remaining, you regain one use
  of it. Additionally, when you use Monster Slayer to deal
  damage to an aberration, fey, fiend, or undead, the target
  must succeed on a Constitution saving throw (DC 8 +
  your proficiency bonus + your Wisdom modifier) or be
  stunned until the end of your next turn.
  Warlord
  Warlords are accomplished and competent battle
  leaders. They stand on the front line issuing commands
  and bolstering their allies while leading the battle with
  weapon in hand. Warlords know how to rally a team to
  win a fight.
  Tactical Maneuver
  At 3rd level, your tactical acumen allows you to provide
  direction to your allies that can tilt a battle in your favor.
  As a bonus action, you can choose one ally within 60 feet
  of you who can hear or see you. That ally can use its
  reaction to move up to half its speed.
  Tactical Command
  Starting at 3rd level, your tactical cunning allows you to
  seize the moment in battle.
  Tactics. You learn two tactics of your choice, which
  are listed under "Tactics" below. You gain an additional
  tactic at 7th and 15th level.
  Uses. When you use your Tactical Maneuver feature,
  you can choose to apply one of your known tactics to the
  maneuver, granting the targeted ally an additional bonus.
  When you do so, the movement granted to the targeted
  ally does not provoke opportunity attacks.
  You have two uses of this ability, and you regain all
  expended uses of it when you finish a short or long rest.
  You gain another use at 7th level and one more at 15th
  level.
  Commander's Sight
  At 7th level, you learn to view your surroundings in a way
  that grants you a better understanding of the battle as a
  whole. The range of your Tactical Maneuver increases to
  120 feet.
  Lead from the Front
  Starting at 7th level, your battle experience has taught
  you how to act swiftly in dangerous situations. You can
  give yourself a bonus to your initiative rolls equal to your
  Intelligence modifier.
  Inspiring Surge
  Starting at 10th level, when you use your Action Surge
  feature, you can choose one ally within 120 feet of you
  who can hear or see you. That creature can make one
  weapon attack with its reaction, provided that it can see
  or hear you.
  Starting at 18th level, you can choose two allies within
  120 feet of you, rather than one.
  Thirst for Battle
  Starting at 15th level, when you roll initiative and have
  no uses of Tactical Command left, you regain one use.
  5
  
  Perfect Coordination
  Starting at 18th level, you gain the ability to unleash a
  devastating combination of your allies' abilities. As an
  action, select up to five allies within 120 feet of you who
  can see or hear you. Each ally can use its reaction to
  immediately move up to its speed without provoking
  opportunity attacks, and to take the Attack (one weapon
  attack, shove, or grapple only), Cast a Spell (one cantrip
  only), Dodge, Hide, Search, or Use an Object action.
  Once you use this ability, you cannot use it again until
  you complete a long rest.
  Tactics
  The tactics are presented in alphabetical order. Unless
  stated otherwise, any movement referenced by a tactic is
  the movement granted by your Tactical Maneuver
  feature.
  Advance/Retreat. The targeted ally can move up to its
  speed, rather than only half its speed.
  Charge. The targeted ally can attempt to shove one
  creature of your choice. This shove can be attempted at
  any point before, during, or after the move.
  Cover That Flank. Attacks against the targeted ally
  have disadvantage until the start of your next turn.
  Cut Them Down. The targeted ally has advantage on
  the next attack it makes against a creature of your
  choice that you can see before the start of your next turn.
  Defend Yourself. The targeted ally gains temporary
  hit points equal to your fighter level + your Intelligence
  modifier (minimum of 1) for 1 minute.
  Press Onwards. If the targeted ally is charmed or
  frightened, those conditions end on the creature.
  Subdue Them. The targeted ally can attempt to
  grapple one creature of your choice. This grapple can be
  attempted at any point before, during, or after the move.
  Design Notes
  Here is the reasoning behind these features:
  Tactical Maneuver: Warlords should always have
  something to do, even when they have depleted
  their resources; otherwise, they just feel like shitty
  fighters. So, I thought that a small amount of allied
  movement would be the best "unlimited" thing it
  can do.
  Tactical Command: Of course, the Warlord
  should still indeed have something to do that is
  tied to a resource. So, I decided to have its tactics
  act as add-ons to its tactical maneuver feature -
  that way, the delivery isn't overly complicated but
  can still be pretty dang useful. As such, each tactic
  is some sort of bonus to the targeted ally, ranging
  from advantage on attacks to temporary hit points
  to even more movement.
  I specifically avoided putting a "Strike" command
  on this list because it would easily become the
  best command - so, I made that part of the level 10
  feature instead.
  Commander's Sight: A nice ribbon ability that
  gives the Warlord a little extra range.
  Lead From The Front: No explanation needed for
  this ribbon.
  Inspiring Surge: Yes, I'm 100% stealing this from
  the Purple Dragon Knight. Why play a PDK when
  you can have this Warlord?
  Thirst For Battle: Similar to the Battle Master, I
  decided to make this the L15 so that the Warlord
  always gets at least one cool move during combat.
  Perfect Coordination: This was inspired by the
  feature from Mearls' stream Warlord, which I
  thought was pretty cool.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Badooga Homebrew/Fighter Subclasses.pdf