In Level Up, all of the character classes were given features that covered all three pillars of gameplay- Combat, Social Interaction and Exploration. In addition to features associated with Combat, the Level Up Fighter picked up Steely Mien and Reputation as Social Interaction features.
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Steely Mien
At 2nd level your combat experience becomes obvious on some subtle level, influencing how people perceive you, or perhaps how you see them. Choose one of the following options:
Closed Helm
You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking. Creatures have
disadvantage on Insight checks made against you. In addition, you gain an
expertise die on
saving throws against being
charmed or
frightened .
Heroic Flair
Your victories have emboldened you and you radiate with heroic confidence. You have
advantage on Persuasion checks made to influence friendly creatures with a CR lower than your fighter level.
Watchful Eye
You are eternally alert and wary, ready for trouble. You have
advantage on Insight checks made to determine hostile intent or predict violence, and your passive Perception increases by 5.
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Reputation
At 10th level, your reputation has begun to precede you. Choose one of the following options:
Inspiring
You’re a reputed leader, a person to be trusted whose words are to be heeded. You gain an
expertise die on Persuasion checks. In addition, you may spend 1 exertion point as a bonus action to inspire a creature that can hear you. The creature makes an Insight check opposed by your Persuasion check, becoming inspired by you on a failure. Indifferent creatures you inspire in this way become friendly towards you and your allies, and friendly creatures you inspire in this way will consider you an ally and may provide you with local information that would otherwise remain secret. Creatures will remain inspired by you indefinitely unless you do something that would make them hostile or lose confidence in you, such as lying, stealing, or causing them or their allies harm, or being proven cowardly or untrustworthy in any way.
Intimidating
You’re reputed to be a terror to your foes and a fearsome ally. You gain an expertise die on Intimidation checks. In addition, you can use a bonus action and spend 1 exertion point to intimidate one creature you can see. The creature makes a Wisdom
saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or becomes
frightened of you for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.
Legendary
Your deeds have become epic stories, growing bigger and more outlandish with each retelling. You gain an
expertise die on Deception checks. In addition, you can spend 1 exertion point to weave your real legendary deeds into a Persuasion check as boasting, or include fabricated legendary deeds into a Deception check. When you do so, you have
advantage on the check.
Level Up Fighters are still good at combat, but they are not entirely useless once combat has ended for them like they apparently were in earlier editions of D&D.
Fighter | Level Up