This is largely an illusory benefit, like the wizard getting spell levels one class level before the sorcerer in 3E. There are just two narrow windows where this version of the fighter exceeds the ability of the other warriors: 4th level and 9th-10th levels. At all other times, they're the same. If you want a class to be better than another class at something, it should be better consistently.
Also, as it stands, the fighter is already "attacking more earlier" by way of Action Surge. Which most of the opinions on this thread seem severely to be underrating.
Danger Sense is a much more niche ability; Uncanny Dodge is a class-defining ability that rogues get in lieu of Extra Attack or 3rd-level magic. Indomitable is a good example of a well-designed high-level class feature, which can be kind of tricky to write: it's strong, desirable, and expands the character's capabilities in an exciting way, while at the same time not feeling so necessary for the archetypal concept that it ought to have come earlier.
Action Surge's scaling is hidden in Extra Attack.
It scales really damn well.
There is a reason you don't get a second Action Surge until the same level casters get 9th-level spells.
Agree with most what you said but you're the 1st person I ever saw complementing Indomitable.
1 reroll of a saving throw per long rest is a terrible ability and is really far from being strong (Just compare it to paladin aura or monks proficiency in all saves). Rerolling a save with no extra bonuses is terrible unless you are likely to succeed anyway.
In fact, indomitable is the main reason I think fighter tier 2 and 3 are quite boring. Till 6th, you're getting something huge every single level. But 7th and 10th levels are boring unless you're an EK. 8th is good, but an ASI is something you can get at any class, it would be 2 levels latter but it would be there. 9th level is almost a dead level.
11th level is huge, but comes after 4 bellow average levels. 12th, 14th and 16th levels are ASIs again, but after your 3rd ASI (enough for max main stat + 1 or 2 feats (if V. Human)), they become much less important and atractive. 13th level is Indomitable. Again a dead level. 15th are quite average in all subclasses.
So, fighter class levels between 12th and 16th are terrible. ASI are good, but they become overkill after some time, especially on a SAD class.
I don't think by no means that the fighter is weak. It can underperform in games with few to no short rests, but that is a failure in the design of the game not of the class. Balancing some classes completely on short rests and others completely on long rests was quite stupid. Unless you follow some pretty arbitrary guidelines it leads to loss of balance.
I don't think most people who say fighters are weak would continue to say so if they had 12-18 superioty dice and 3-6 action surges per long rest, instead of a third of that per short rest.
That said, I think that till 6th or even 8th level, the fighters are very well designed (if you follow the correct ratio of long and short rests). Indomitable is what drops the ball here. A simple fix would be keep the current effect of Indomitable, but add that you also gain proficiency in a save of your choice. That way, it becomes a worthwile feature worth of taking whole 2




ing levels and half of a 3rd, and is not out of hand with existing features of the game, becoming more or less equivalent to paladin and monk bonus to saves.
Other minor nitpicks I have with the class is the diminuching return of ASIs at higher levels (I would just trade the 14th level ASI for something else), and how badly designed the subclasses were. Champion is terrible, both in design and strengh. Battlemaster and EK are fine from strengh point of view, but the 1st is completely front loaded and the latter takes a while to become good.
Battlemaster and EK do not really need changes, it would be good to have then, but not really necessary. Champion needs urgently to be redesigned.
So, to make a résumé, my changes would be.
Make the changes mentioned above for Indomitable.
Remove 14th ASI and put there the 2nd use of Action Surge and Move the 4th attack to 17th (Just for the sake of simetry, I hate how the at will damage boosts come at diferent levels for diferent classes)
And create a new capstone. My take on it would be advantage on all proficient saves and survivor feature from champion subclass (that would need to be completely redesigned)