Among the classes that Dungeons & Dragons needs to address the most as the tabletop powerhouse moves from its fifth edition to its sixth, the Fighter might be the top of the list. However, the balance or power of the class isn't what needs the biggest change, but instead it's the way that players see the limits of D&D's Fighter class that Wizards of the Coast need to address.
In many cases, this is an element of character creation that mostly affects newer players looking to make their first hero, although it can still have adverse effects on veteran players that don't want the «boring» class. This comes from the way that Fighters are often seen and described as being «guy/girl with sword» who does essentially the same thing across all of Dungeons & Dragons' various combat encounters.
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While it can be easy to point at a Fighter's lack of active features as they level up, much of the depth that can make one fighter different from another comes from their Martial Archetypes. These Archetypes are the Fighter's subclasses in D&D 5E, which can range from straightforward Champions to magical Rune Knights. Depending on the Archetype chosen, different players can give themselves a range of options for how to behave during combat and where they fit in a party's composition.
For players wanting to go with a simple, straightforward build, entirely physical archetypes like the Champion or Banneret, both of which have benefits, are easy to direct. However, not all non-magical subclasses are made entirely equally, as the Battle Master is given combat maneuvers and superiority die that allow them to change the course of battle with more than just hitting the enemy really hard.
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