[MENTION=1879]Andor[/MENTION]
The utter intense hypocrisy of "What u like is badwrongfun, what I like isnt" is staggering. I don't even know what to say.
Also, you're really ignoring most of the good non-combat stuff if you think Wizards gain nothing post-5th, and ignoring how they can use it a huge amount (even in 5E), especially due to rituals. Whatever your preferences, the issue is that Fighters are VERY weak here, and there isn't an option to correct it.
That's not what I was trying to say, I don't think your fun is wrong and mine is right. I think you missed my point.
We're looking at the basic set of rules. We don't have but one archetype per class. We don't have two thirds of the classes. We don't have the magic items. We don't have the DMG options. We don't have the feats.
And yet you're demanding that a specific style of play, which does fall outside the 'classic D&D' tropes that were a design goal of this edition, be supported fully and that it's wrong for it not to be.
We've only got one fighter class, and one archtype for it. For a Hercules to be supported they would have to not support Fafherd. I think they made the right call in presenting in the basic rules a non-supernatural type of fighter archtype.
Once we have the PHB and the DMG if you still can't do what you want then you'll have solid grounds for complaints. But right now? Too early to complain, especially since even within the limits of what we've got there is nothing to stop your Fighter from dipping into Wizard for a level and picking up the jump spell. Call it divine blood if you don't want to think of it as spell casting.
As for wizards...
4th Level
Arcane Eye - Non Combat Spell
Dimension Door - Does nothing out of combat that flight doesn't do better, Nothing new.
Greater Invisibility - Replicates lower level invisibility spell, Nothing new
Ice Storm - Combat
Stoneskin - Combat
5th Level
Cone of Cold - Combat
Dominate Person - Better Charm Person, nothing new.
Dream - Excellent Spell, but basically it let's you send a letter to one person once a day.
Passwall - Faster than a shovel, but nothing three hirelings with pickaxes couldn't do in a day.
Wall of Stone - Lets you make a bridge in a hurry. Aside from speed it accomplishes nothing you can't do by hiring a stone mason.
6th Level
Chain Lightning - Combat Spell
Disintegrate - Combat Spell
Globe of Invulnerability - Comabt Spell
Mass Suggestion - Bigger version of a 1st level spell. No new ability.
Otto’s Irresistible Dance - Combat Spell
True Seeing - New abilities, non combat uses.
7th Level
Delayed Blast Fireball - Combat
Finger of Death - Combat
Mordenkainen’s Sword - Combat
Teleport - Better than flight, Non-Combat
8th Level
Dominate Monster - Charm that works on non-humanoids. Still just a bumped up 1st level spell.
Maze - Combat
Power Word Stun - Combat
Sunburst - Combat
9th Level
Foresight - Combat
Imprisonment - Combat/Plot Device
Meteor Swarm - Combat
Power Word Kill - Combat
Time Stop - Combat
I see only Arcane Eye, Dream,Teleport and True Seeing as noncombat abilites that the 5th level Wizard didn't have and that the fighter can't do himself simply by hiring some workers. Did I miss something?