· Knocking over a bookcase does small AoE damage. So does collapsing a tunnel or bridge. It's there and just a factor of environment and/or preparation. See DMG pg 249 for improvised damage for an idea on it. If the DM allows gunpowder it's something the fighter might even craft on his own depending on background, and the secret for making gun powder could be a hermit secret for a fighter as a possible method of allowing it in the campaign with restrictions on access. It's another method for some AoE damage.
· I was flying with my griffon mount, could still climb, and could still jump.
· I was not turning invisible but I was hiding.
· Charm isn't a great ability in the first place. Advantage on a check can be done resource free with 2 members of the party where one uses the aid another action. If it's to stop incoming attacks then death or restraint accomplishes that as well.
· Teleporting also sucks in general without specifics like items from the location or existing circles of which the teleporter is aware. It can be convenient but traveling does accomplish the same thing. The typical use being getting home quickly after the important part is over or when fleeing.
· Dead > stun. Multiple attacks for grappling and pinning is effective to restrict opponents even without the stun, but other options such as poison coated weapons have useful effects as well. There's quite a bit of potential with poison whether the fighter is using contacts to supply it, or harvesting / creating his or her own. The choice also exists to knock someone unconscious instead of killing when dropped to 0 hp.
· They can hit and hide. Hitting and then leaving turns the encounter into a chase. The leaving part can be done taking the opportunity attack, or knocking opponents back first with a shove, or a combo shove with knock down and push first, or having taken the mobility feat. They aren't as good at it at rogues or monks, true, but the option still exists. They can do it as well as a rogue or monk momentarily by using action surge.
There are obviously things fighters cannot do but the lack of utility tends to get overstated. The utility just tends to fall into standard skill and equipment use.
This list is some pretty hysterically reaching, I gotta say, so props for that at least. I also like that we’re not 1 page in on discussing the CON stat and we’re already at wizards v. fighters. Again. Anyway…
1) The AoE damage is largely insignificant, likely takes the fighters action (would love to see a bookcase out damage a full round of fighter attacks) and is entirely dependent on DM fiat. The gunpowder thing is hilarious too, yeah I suppose if we give the fighter a super-secret clubhouse where he builds equalizing weapons that only he can use somehow then yeah, maybe that works. And maybe it highlights that there might be a problem when you have to go to that extent.
2) A wizard also has a griffon mount, and now can fly *and* be invisible, or use whatever other utility magic they want. Having a mount that the wizard can also get is not a point for the fighter class.
3) Cool. Right up until one of the slew of monsters with darkvision spots you. Better hope you’re a dex fighter too, else you really like that disadvantage for heavy armor.
4) Partially related o DM fiat on the wizard’s side this time, Charm person is useful in and out of combat. In combat is basically is a kill spell, it forces the enemy to regard you as “a friendly acquaintance” which, in my experience, means they stop trying to kill you.
5) Yeah, I can’t think of any campaigns where time is a factor and getting home quickly is important. While teleport is definitely a shadow of its former imbalanced self, its appeal is undeniable. Most importantly, the fighter receives nothing that aids in travel, so like it or not it’s still a point for the wizard.
6) Stuns lead to death, from the wizard himself if nothing else. The difference is that when the wizard stuns someone in the first round and they get blown up, the party doesn’t take any damage from the stunned target. Unless you spend 2-3 feats on being a tank, a fighter can kind-of lock down 1 target at best, sacrificing his damage to do so.
7) This one baffles me, when wizards can do this in superior fashion with repositioning tools and spells, and even if they couldn’t, I fail to see how “turning it into a chase” helps at all, like how is this a mark in the fighter’s favor?
The fighter’s lack of utility is in no way overstated compared to the wizard, especially with the changes to skills over the years. Most of the community seems fine with this, especially since fighter damage is more competitive in this edition than in prior years, but make no mistake that the wizard will have monumentally more options over the course of a campaign.