[RPG] How to create more memorable moments as a pure Fighter class

dnd-5efighter

I'm currently playing a Level 4 Fighter with a longsword and shield – the idea being I wanted to create a reliable standard warrior to stay at the front lines and soak damage with high AC to make things a little easier for the two less experienced players. Currently, we're at a party of 3 (Cleric, Rogue, Druid).

My concern is that as a sword-and-board warrior in a group that isn't afraid to stretch their role-playing over their roll-playing, I'm being a little too bread-and-butter. I want my character to stand out a little more in combat, but I'm not sure how to do so without putting myself at a disadvantage.

So, how can I make a rather basic, defense-focused Fighter like this stand out a little bit more in battle?

Update: He is an Elven Champion, no Feats (though I am considering it).

Best Answer

Up the narration, even for "boring" actions

Just because you are only "running up and taking the Attack action" doesn't mean that's how you have to explain it. When you score your hit and roll damage, you know how much piercing damage you did, so just change the narration to explain the results in a more interesting way.

Here's an example of what I mean:

I run forward and duck under the arrow, raising my shield up to block the morningstar the orc bears down at me (two attacks that missed you earlier that round/later that round). I use the opportunity before his next swing to strike his leg with my shortsword. Though it doesn't break through his armor, it does put him off balance. Noticing this, I ram my body into his pushing him into a sharp rock jutting out of the cave wall behind for 8 points of piercing damage.

As long as the outcome is the same, there is no reason the narrative can't be changed to diversify the roleplay. This is apparently coined "stunting" (Thanks @BenBarden in the comments). While you don't get bonuses for this practice like you do in some systems, it is still a great way to make narration more interesting.


In some of my games, we figure out everything that happens in a round (with the dice) before the narration so we can include things like the orc's morningstar even though it happens afterwards in initiative order. Since everything in a round happens virtually simultaneously in the same 6 seconds, this form of narration can offer more immersion.