An option, and that's a hot take, is to well...go back to 4e at-wills for martials, much like cantrips for casters. BUT only the fighter gets to add their stat mod to the damage roll. Other class already have more damage ridder (sneak attack, rage, smites, etc).
Defender's Mark (Fighter/Barbarian)
Make a melee attack with a weapon against one creature within 5 feet of you. On a hit, the target suffers the weapon damage die and you make them, foiling their attacks and punishing them for harming others until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 damage of the same type as your weapon, and the mark ends.
This exploit's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra damage die to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by one die and1d8 at 11th level (3 dice and 3d8) and again at 17th level (4 dice and 4d8).
Ringing Blow (Fighter, Rogue, Barbarian)
You shatter the senses momentarily of one creature you can see within your weapon range. Make a weapon attack roll and, on a hit, it takes your weapon damage die and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The exploit's damage die increases by one when you reach 5th level (2 dice), 11th level (3 dice), and 17th level (4 dice).
etc
I just found that you could mix and match the various small effect of control flames, mold earth, prestidigitation etc to make a few flavorful ''camp making'' exploits.