CleverNickName
Limit Break Dancing (He/They)
I actually quit playing my fighter because it was too boring for my tastes. I switched to Hexblade and never looked back.
Fighters all get Fighting Style at 1st level, which lets them pick from a list of combat abilities. What if the player could pick something non-combat related* as well, something that would grant a skill proficiency or other minor boon to help flesh the character out? I'm not sure what we could call it...for lack of a better term, I'll call it "Special Training" or something.
Maybe:
Anyway, I'm just spitballing here. Don't examine them too closely; I was just brainstorming and I didn't give a whole lot of thought to silly things like "game balance" and "party roles" and "rules". But if you are one of the folks who thinks the Fighter could use a little something-something to make them more interesting, maybe it's a good place to start? Obvioulsy DMs should tailor this list to fit their campaign and their table style.
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* I can't stress this enough. Fighters already have plenty of combat abilities, they do not need help in this department. I recognize that many people feel that the fighter is lacking in non-combat abilities, but anyone who thinks they need more combat buffs is just...well, wrong.
Anything that can even be remotely construed as a combat power should not be on this list (but anything else could be fair game.)
EDIT: The more I pick at this, the more I like it. I think I'll polish it up and add it to my House Rules this weekend.
Fighters all get Fighting Style at 1st level, which lets them pick from a list of combat abilities. What if the player could pick something non-combat related* as well, something that would grant a skill proficiency or other minor boon to help flesh the character out? I'm not sure what we could call it...for lack of a better term, I'll call it "Special Training" or something.
Maybe:
Special Training
Your training extends to unique circumstances and situations that arise both on and off the battlefield. Choose a Special Training from the list of optional features below. You can't take the same Special Training option more than once, even if you get to choose again.
Equestrian Arts
You gain proficiency in Animal Handling if you don't already have it. Mounting and dismounting only costs you 5 feet of movement.
Leadership
You gain proficiency in Persuasion or Insight. (Or perhaps: Once per long rest, you may cast command as a 1st level spell; Charisma is your spellcasting ability for this spell.)
Tracking
You gain proficiency in Survival. You have Advantage on skill checks to find and follow the tracks of any creature that you have wounded in the last 24 hours.
Scouting
You gain proficiency in Perception. Once per long rest, you may cast longstrider on yourself (only) as a 1st level spell.
Espionage
You gain proficiency in Stealth, and proficiency with your choice of either the Forgery Kit or the Disguise Kit.
Field Medic
You gain proficiency in Medicine and proficiency with the Herbalism Kit. (Or perhaps instead, you learn the spare the dying cantrip?)
Anyway, I'm just spitballing here. Don't examine them too closely; I was just brainstorming and I didn't give a whole lot of thought to silly things like "game balance" and "party roles" and "rules". But if you are one of the folks who thinks the Fighter could use a little something-something to make them more interesting, maybe it's a good place to start? Obvioulsy DMs should tailor this list to fit their campaign and their table style.
----------
* I can't stress this enough. Fighters already have plenty of combat abilities, they do not need help in this department. I recognize that many people feel that the fighter is lacking in non-combat abilities, but anyone who thinks they need more combat buffs is just...well, wrong.

EDIT: The more I pick at this, the more I like it. I think I'll polish it up and add it to my House Rules this weekend.
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