Fighting Maneuvers

Below is a presentation of rules that hybridizes the work done with the Variant Fighter (by yours truly) and the PHB Fighter for a less drastic change.

One of the primary criticisms of the Variant Fighter is that maneuvers are bolted on, without taking anything away. While I have done my best to tune the maneuvers so that their power isn't a massive boon for the already well tuned Fighter--the claim is technically valid.

Presented here is a variation of Fighting Styles. While creating the Variant Fighter and asking others what they felt about the Fighter and martial design in general, one of the complaints was that Fighting Styles are just static bonuses. The oft criticized Protection fighting style actually receives many accolades for the fact it "feels active." The purpose of this variant is to take my tuned Maneuvers and replace Fighting Styles with a subset of these maneuvers; based on the style chosen.

Unlike the Variant Fighter, this offers a martial boon to Rangers and Paladins as well. I personally feel as though this is an achievement for the design and not a drawback. I've also included a variant to the Martial Adept feat to make it easier to access these maneuvers on Barbarians, Monks, and Rogues (as well as non-martials.)

Without further ado.

Fighting Style You adopt a particular style of fighting as your specialty. Choose a number of fighting style maneuvers based on your class to learn. A Fighter learns four maneuvers at 1st level, and Ranger and Paladin learn two at 2nd level. The maneuvers you learn from these fighting styles (detailed in the Maneuvers section below) are intricate and only one can be performed per turn. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw is calculated as: Maneuver save DC = 8 + your Proficiency bonus +

your Strength or Dexterity modifier (your choice)