D&D 5E Fixing the fighter (I know...)

At 6th level, all of your weapon attacks deal one extra dice of damage.

Next, move 2nd Action Surge from 17th to 10th level.

Done.
 

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I think I would want more Fighter subclasses with identity and out of combat schticks. PDK and Samurai get a bit of this Royal Envoy and Elegant Courtier, and in fact I'd go so far as to say PDK is even simpler and easier for new players to grok than champion.

Most new subclasses seems to just be "how do we make this fighter fight differently?", but I think something that helps outside of fighting that feels distinct would be better.
 

Warlock: Eldritch Blast + Agonizing Blast + Hex.
One suggestion about 4e essentials was that if they had incorporated Tim the blaster caster (yes often a warlock idea too) it wouldn't have been seen as an attempt to invalidate the the standard fighter archetype.

Alternate question might be is the Warlock watching everyone else contribute significantly more outside of combat looks like he has a complement of spells which may involve choices and similar? This is often the complaint about fighters and while one could say that was less in 4e it wasn't completely gone (fairly easily patched)
 

I would give them more things at levels above 2. Most of the primary benefits of a fighter you get by second level (Heavy Armor Proficiency, Action Surge). Give people a reason to stick with it and play a straight fighter rather than starting there for a couple of levels and then go around blasting spells in heavy plate as a caster class for the rest.
 

While I've not actually seen a Champion reach level 10, the Additional Fighting Style seems hard to utilize, since most characters focus one type, leaving Defense as the default second option, but I don't have a solution to it.

I'm working on a Fighter subclass that is based around the concept of Fighting styles. A fighter that doesn't need to track ressources but still has interesting CHOICES at certain levels and the potential for certain styles with a little bit of tactical choices on a round per round basis. I got two based of 4e's Tide of Iron (push and follow on an hit) and Cleave (inflict STR mod or DEX mod damage to another adjacent enemy after a hit). Also, some of those styles work in concert with your existing class features of Action Surge and Second Wind. It's really weird how there's no subclass that can really take advantage of those two.

Like I got one that lets you distract enemies when you attack with your Action Surge, letting allies move to safety and one where when you use Second Wind you can focus your mind and gain a bonus to Wisdom saves until you take damage or take a short rest.

There's also no style that key off the various weapon keywords aside from two-handed, which is also weird.

Stuff like that. They also all have a skill requirement and the class grants an extra skill proficiency.

I'm still working on it.
 

In my experience balance is created or broken in actual play by the challenges presrnted or chosen in the setting chosen and gameplay by the GM.

Barring egregious degrees of out of whack (that rarely these days make it to print in professional games) the keys to balance comes from GM identifying and using the different strengths and weaknesses to let them be "balanceable" characters in play.

In my experience the fighter class is "balanceable in play" in my role as a GM. While not a fighter, the barbarian is a true force in play at my table. Fighters would be just as capable (and balanceable) depending on choices, in slightly different ways.

So, I cannot really comment on a generic "fix fighter clas" with solutions because the statement that some folks have some problems foesnt give specific complaints to address. To fix a problem, you need to know the problem.

But, as general rule, I think in part some broad sweeping comments have led me to believe that part of the problem is self-limiting. It seems like many of those playing fighters start from the perspective of every fighter choice must be made to emphasize optimized DPR. So, the idea of using the extra tests for non-DPR options, width vs power, seems often to be dismissed. This to me is illustrated when some of the suggested fixes involve adding 1-2 more skill proficiencies but depending one of the extra feats on skilled ( or the XGtE one) is laughed at.

I think all classes suffer when all your choices are driven towards damage. Nobody questions when a bard or cleric or sorc or wizard chooses a few non-damage non-combat options, but it seems the fighter class fixes often, not always, wont look at that possibility.

But again, while to me it is perfectly suited for balanced play, I would love to discuss specific problem that needs fixing.
 




The fighter I found most interesting was the UA Scout Fighter. It got more skill proficiencies, and an unique way to bump certain skill checks related to the Exploration pillar. Incentive not to wear heavy armor was also neat and thematic.

I would love a version of that subclass that wouldn't have superiority dice (to not step on the battlemaster's toes) but still had a neat way to engage with the Exploration pillar.

I also like the Brute except that it takes abilities straight from the Champion. Now cut those out and give it something uniquely Brutish like Intimidation Proficiency and adding strength bonus to Charisma (Intimidation) checks and maybe a Fear effect and now you have a fighter that is distinct instead of a Champion ripoff/replacement.

You could even have a fighter that gets History Proficiency and Advantage on checks related to Military History and Battle Tactics. You know some type of Tactician or War Expert. No that's probably a crazy idea.
 

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