I'm listening, I just don't how that solves the problem of "Fighter can't teleport across continents so it's not equal" - must you not, for true options balance, either remove the caster's ability to teleport continents OR give that ability to the fighter?
Because, if you give the fighter some asymmetrically 'balancing' awesome ability like he can tear down a building, it will still be uneven "... but that caster over there can teleport continents"
I get that options balance has been achieved in other games, but in all the many RPGs I've played it's been by either ratcheting up 'fighters' to have spell-like powers, or limiting the 'casters' to a small subset/variety of spells. Which as I said, is AOK and cool, but it's not my cup of tea For D&D.
Leomund's Tiny Hut. I'm guessing also Mordenkainen's Magnificent Mansion. And Teleport.
Teleporting to a permanent circle, or using a focus object, has no chance of failure.
<snip>
In this case, the fighter needs a "ride his/her steed tirelessly across the continent" ability.
The problem in D&D (outside of 4e skill challenges) is a tendency to focus on relatively low-level, temporally and spatially granular, action resolution. And while a single teleport spell fits into that fraemwork, there is a tendency to want to resolve the fighter's riding of the steed tirelessly across the continent through multiple skill checks, encounter checks, chances of failure etc.
Bolded and underlined the most relevant bit. My invocation of conflict resolution mechanics comes with the implication of a "transition lens" whereby the system's expectations (and player and GM buy-in accordingly) is for the temporal and spatial components of play to be more malleable. Of course the problem is two-fold here:
1) Table genesis and evolution under the premise of gameplay fidelity to serial accounting of time and space.
2) Various edition's own embedded concerns for at least some manner of fidelity to time and space (eg vancian casting and the spellcaster's workday, hex exploration).
Make more malleable the temporal and spatial bindings, unify resource schemes/action resolution to some degree and place them in closed conflict resolution system, and you're fine. With that issue solved, is there any reason that Lemond's Tiny Hut (the ability to grant an extended/short rest) can't be mapped to "Fighter's Ever-Watchful Eye"? The ability of a Fighter to eschew the needs of a rest sparingly for the sake of the team, never miss a sign of danger and assert his imposing presence against anyone who would disturb his allies seems to be "within shtick." "Ranger's Safe Haven" or "Rogue's Out of a Jam" (I'll let the reader figure those out) would suffice to do the same.
Allowing spellcasters the trump card ability to outright subordinate conflict resolution and outright transition scenes merely by pressing the ever-reliable "cast a spell" button (while non-spellcasters prospects for success lies in interfacing with one or more mechanics, GM-armchair forensic knowledge-base, and tight fidelity to temporal and spatial constraints due to serial exploration play) will always, always, always, always, always, always (did I mention always?) make mockery of any notion of balance in the utility/noncombat department. Give others that same fiat/trump card capability (even if on a lesser schedule than a Vancian caster) or unify the schemes, place them in a conflict resolution system, and loosen temporal and spatial bindings and you're good.
As an aside, if Fighters have fortresses and Rogue's have guilds (per a prospective DM module), they will hopefully be provided with thematic, logistical trump card abilities (My Legions Know No Bounds or Heavy Artillery or I Know a Guy Who Knows a Guy or Call in a Favor) to that help the situation. If Wizards then have towers and Clerics have temples that do the same?...then we've gained nothing with respect to balancing utility and noncombat fiat ability.
Regardless of the lack of gain for non-spellcasters, this is one of the reasons why Background Traits had me initially intrigued by 5e's potential, final iteration. They provide some manner of mundane, thematic trump card/fiat ability to all characters, not just spellcasters. No one seemed to get their panties in too much of a twist over them. I wonder then why sprinkling such abilities throughout the mundane classes would (inevitably) make people lose their minds.