Mundanity: The Class
Okay. Let’s roll with that.
First, the Fighter should be Olympic level or better in anything within their wheelhouse.
- A Fighter doing parkour can repeatedly jump the maximum long jump and high jump while ignoring difficult terrain and gaining a climb speed when they dash. Action hero parkour. Assassin’s Creed parkour
- Fighters increase the normal and long range of bows and thrown weapons
Fighter features are legendary, without being magical
- Second Wind recovers a level of exhaustion, regain hp when you spend a SW to boost a d20 test
- Increase what can be boosted
- Indomitable is level 5, and simply turns the save into a success. After level 11 it can be used to turn any d20 test into a success
- Action Surge can be used to take an additional reaction
- Action Surge can at higher levels be used as legendary actions
Fighters should have new features that simply make their mundanity work for them and make them a bane to magical enemies
- Built in common folk, soldiers, members of martial orders, guards, craftsfolk, basically all regular folk and the lowest rung of nobility (knights), are friendlier to the fighter than to anyone else, given no other inputs that would impact reactions to the PCs. If the PCs are grungy and road weary and the village folk don’t like the look of them, they’re neutral to the fighter PC
- Magic Resistance/Countering - Doesnt have to be literal resistence, just a d4 added to saves vs magical effects and reduce damage from spells by like proficiency or something
- The fighter (and Barbarian tbh) can break magical things with attacks
- Add a feat or something that isn’t gonna be used by many casters, that lets you take an opportunity attack when a spell is cast within your threatened area
- Add fighting styles with level requirements that only fighters (and maybe monks) get in thier class progression
- Add a higher level fighting style that lets the fighter increase reach by 5ft while using a heavy two-handed melee weapon that doesn’t have the reach property (or certain weapons simply gain Reach)
- Idea: it takes training to use greatswords with the kind of range 5e models with reach weapons, and only someone who has dedicated themselves to armed combat as the fighter does can do it
Add Masteries to Skills, which benefits the rogue more but still.
Oh and make bows use strength or Dex.
Do all that, and you’ve got a high level fighter that can sprint into the face of Orcus and stand toe to toe with him, and can do amazing but ultimately physically possible things out of combat as well.
Edit: to expand on the magic resistence stuff
The idea is that the fighter is unfazed and unimpressed, and just deflects a spell with her sword or shield, steps to the side, shoulder rolls under and out of the space of a fireball, and just keeps coming at you. They return to that old dynamic of “sure wizards are scary, but the biggest threat to wizards isn’t other wizards, it’s the captain of the Kings Guard who is a level 12 Champion Fighter.”
Especially when you have a class that can break a wall of force with their sword, it doesn’t seem odd at all that they just calmly step aside and let the lightning bolt mostly pass them by, fully able to tank the halved damage on a successful save.
And for the second wind idea, the idea there is to make all uses of SW heal you, and add a function that recovers exhaustion or gets rid of a persistent condition.