Dungeons & Dragons 5e
(Xanathar’s Guide to Everything p.28) Arcane archers are fighters who have asked themselves how they could make archery better, and answered by saying “magic”. They gain an extra skill (either Arcana or Nature ) and learn either the prestidigitation or druidcraft cantrip. In addition, they learn magical arcane shot features, all arrows which they fire are considered magical, and if an arrow which they fire misses its target they can bend that arrow to target another creature. There are quite a lot of arcane shot features to choose from and they are quite cool, so if you like the thought of playing an archer this might well be the Dungeons & Dragons 5th edition fighter subclass for you.
(Player’s Handbook p.73) The battle master is highly schooled and is trained in a wide variety of special combat techniques, as well as gaining a tool proficiency and having the ability to determine the relative combat abilities of a potential foe. These fighters have a large number of fancy special tricks up their sleeves with their cool combat techniques.
(Xanathar’s Guide to Everything p.30) The cavalier is the choice of fighter for you if you want to be battling with a mount of any sort. Cavaliers gain an extra skill, they get advantage on saving throws to avoid falling off their mounts, and if they do fall off and the fall is less than 10 feet they land on their feet. For cavaliers, mounting/dismounting only takes 5 feet of movement instead of half their speed and creatures which they hit have disadvantage to attack anyone other than the cavalier on their next turn, and if they do hit another creature the cavalier can use their bonus action on the next turn to attack them with advantage and deal extra damage. In addition, if a creature attacks a friend nearby the cavalier can increase the friend’s AC and give them resistance to the damage, and creatures moving within the cavalier’s reach provoke opportunity attacks even if they don’t leave the cavalier’s melee range, and if the opportunity attack strikes the creature their movement drops to 0. If you add the mounted combatant feat to your character after this, they will truly be terrifying to those poor pedestrians.
(Player’s Handbook p.72) Champions are really, really good at doing extra damage. Most fighters do a lot of damage, but champions really double down on the damage dealing. They get critical hits more often than other fighters, are better at STR, DEX, & CON checks, can jump further, get an extra fighting style, and automatically heal a bit at the beginning of each turn. These fighters are a menace on the field.
(Explorer’s Guide to Wildemount p.183) The Echo Knights are adept at using dunemancy to help them in their battles. They can create one or two shadowy echoes of themselves which can swap places through teleportation, they can see and hear through the echoes, and they can also attack through them, including opportunity attacks. The echo has extra attacks and can be teleported in front of an attacking creature to block the attack and take the attack itself instead. When the echo is destroyed, the Echo Knight also gains some temporary hit points.
(Player’s Handbook p.74) The Eldritch Knight mixes magic with martial skill. These fighters can cast a small number of spells and cantrips. They can also build a bond with two of their weapons and can summon them whenever they need them. In addition, they can cast a cantrip or a spell as well as making a weapon attack, their weapon attacks cause creatures to have disadvantage on their spell attacks, and they can teleport.
(Tasha’s Cauldron of Everything p.42) If you want to strike foes down with psychic attacks, this is the Dungeons & Dragons fighter for you. The Psi Warrior can use their psionic abilities to shield their friends or strike their foes, or even to fly. They also can move things about with their minds.
Purple Dragon Knight or Banneret
(Sword Coast Adventurer’s Guide p.128) Purple Dragon Knights (or Banneret if they are not from Cormyr) are knights errant from the kingdom of Cormyr, wandering the land, following their code of chivalry. These fighters can heal others when they use their second wind, they have proficiency in Persuasion and their proficiency bonus is doubled with it, when they take an action surge other allies nearby can also attack, and when they use their indomitable feature to reroll a INT, WIS, or CHA saving throw, one ally who is also rolling a saving throw for the same effect can also reroll for their save.
(Tasha’s Cauldron of Everything p.44) Rune Knights learn their runic skills from the giants, so they also learn to speak Giant as a bonus. These fighters are able to carve runes into their weapons, armor, jewelry, or some other small object to infuse them with magic to provide themselves with powerful boons. In addition, they are able to increase their size to large (or later to huge) when needed, and have the ability to protect their comrades from damage.
(Xanathar’s Guide to Everything p.31) Samurai in Dungeons & Dragons 5E are fighters who don’t believe in stopping no matter what. Samurai gain an extra skill, gain a bonus for Persuasion checks, and are proficient in WIS saving throws. As a bonus action Samurai can give themselves advantage on attack rolls as well as some temporary hit points. Samurai can also forego advantage on an attack to attack twice instead, and when Samurai are brought to 0 hit points they can use their reaction to remain conscious and immediately take an extra turn, following which they fall unconscious as normal.