Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
I explained that what I was referring to was your suggested charm and 3 answers effect
I dont know if that would make a difference, but I was not saying the fighter should be able to charm and ask question as part of an attack. Like, not a maneuver where you would strike someone then he would be charmed for X minute. I was referring to the same ''charm'' effect as the Swashbuckler.
I also dont wont magical stuff on the base fighter. I'm not even sure I want supernatural stuff or overly super-heroic/wuxia features on them. But I still think that having the capacity for mundane character to do something on par with spells without being magical can be done.
An exemple:
Lets say in a perfect world steelwind strike did not exist as a spell. Your fighter could have a feature like this:
Warrior's rush (level X):
You flourish your weapon, moving at an incredible speed to meet your fies. Choose up to five creatures you can see within your move distance. Make an attack against each target. On a hit, a target takes the normal weapon damage + 2 x your fighter level damage.
You must finish your move within 10 feet of one of the targets you hit or missed. You can use this feature once per rest. At level X you can use twice per rest.
or you rogue:
Network (level y):
At the start of a long rest in a settlement in which you maintained at least X lifestyle, you contact your network of informers and ask up to three questions that can be answered with a yes or no. You must ask your questions at the end of the long rest. You receive a correct answer for each question by the means of a messenger or spell effect.
The network aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the network's knowledge. In a case where a one-word answer could be misleading or contrary to the network's interests, the DM might offer a short phrase as an answer instead.
If you use this feature two or more times before a week has passed, there is a cumulative 25 percent chance for each use after the first that you get no answer. The DM makes this roll in secret.
Too me they arent too magical, but this is where preferences come into play.