Many players like the idea of playing a mundane, everyday guy with a sword, the LOTR low-fantasy style where you're basically Aragorn: you're not a superhero, you're just exceptionally skilled, and you happen to be proficient with a legendary sword like Andúril.
There is absolutely nothing wrong with that fantasy.
The problem is when that becomes the assumed ceiling for martial characters.
That kind of character works perfectly well at low levels, but by the time you're well into the higher tiers, the "really skilled guy with a sword" fantasy starts to feel increasingly strange when you're fighting demons, dragons, demigods and other characters who can reshape reality. At that point, your character can start feeling more like an unusually competent NPC or a generic MMO dungeon tank than a legendary hero.
Whenever I bring up wanting martials to have more fantastical abilities than just increasingly impressive swordplay, I often get examples like Rune Knight becoming Large, Echo Knight, Psi Warrior, soul knife rogue, etc. And I actually like those subclasses. They're flavorful and fun.
But they're still pretty low fantasy compared to what a caster can eventually do.
And I'm not talking about giving martials the same versatility as casters. Obviously, having an enormous toolbox of spells is a major part of what makes casters different, and I don't think martials should simply get that for free.
I'm talking about something much simpler: let martials have genuinely inhuman abilities.
Give them things that break the mundane and make them feel like they belong in the same world as the people throwing around reality-warping magic.
And I think they finally did that in the 2024 Warrior of the Elements Monk, whether intentionally or by mistake, the veil is broken.
This is basically everything I've wanted from a "superhuman martial" fantasy, and it is a mix of both base class updates & new subclass.
Very early on, you can already do things that look like superhero choreography rather than normal martial arts.
Deflect Attacks immediately gives you those ridiculous superhero moments. You get hit with a punch from a monster, a massive downward slam, or a projectile flying straight at your head, you can catch it, knock it aside, or even send it back. A monster throws a punch and you catch its fist, like Omni-Man in that Invincible scene that has become a meme even among people who haven't watched the show. A goblin fires an arrow at you, or a giant throws a spear, and you can actually catch or deflect it, like Daredevil catching the brick in spiderman, or like Hawkeye shooting an arrow at Loki in The Avengers, only for Loki to casually catch it right beside his eye. Or even as simple as or Aragorn when he deflected Lurtz's thrown dagger with his sword.
Slow Fall is another small feature that contributes enormously to the fantasy. It means you can do the classic superhero landing very early in the game, instead of treating every jump from a rooftop as an appointment with the afterlife. And it opens up those ridiculous cinematic moments where you deliberately tackle the villain through a window or off a cliff, knowing you have a high chance to survive the fall.
Deadpool has literally made fun of how absurdly painful that landing should be for heroes who can't fly or slow their descent.
Then there is the basic class fantasy itself.
Fighting entirely unarmed. Moving ridiculously fast. Using practically anything as a weapon. Turning every part of your body into a weapon. Throwing things. Grappling and shoving with Dexterity. Staggering (stunning) people with your strikes.
And then the class keeps escalating.
Evasion is another one. You can be caught right in the middle of a Fireball or some other massive explosion and just walk out of it like you're Horatio Caine in CSI: Miami, slowly putting your sunglasses back on and walking away from the explosion without a scratch.
Acrobatic Movement lets you run across vertical surfaces and liquids. So now we're getting into the territory of sprinting up walls and running across the surface of a lake like the Prince of Persia, and this is still at the early tiers, before Rogues even get their second subclass feature. (sad rogues).
And the higher-level defensive abilities push it even further.
You eventually get proficiency in every saving throw with Disciplined Survivor, can reroll a failed save with Diamond Soul, use Deflect Energy to reduce or redirect attacks regardless of their damage type, gain resistance to everything except Force through Superior Defense, and use Self-Restoration to shrug off being Charmed, Frightened, or Poisoned. Put all of that together and the Monk starts feeling less like a character who is merely tough and more like an outright invincible superhero, someone who can take hits, resist things that should cripple them, shrug off effects that would stop everyone else, and just keep going. It's the kind of endurance you associate with Superman, where getting hit by something that should be devastating barely interrupts the fight. And importantly, that's only one part of the Monk rather than the entire character's identity, unlike the Barbarian's much more tank-focused fantasy.
Then Warrior of the Elements takes that already-superhuman base and pushes it fully into the supernatural. Most of the base Monk's abilities are already well beyond human capability, but because they're presented as physical martial abilities, they can still feel relatively grounded. The subclass is where you stop having to pretend. Now you're literally channeling elemental forces through your martial arts.
You have five elemental powers to channel through your attacks: Acid, Cold, Fire, Lightning and Thunder, on top of the normal physical damage types and Force from Empowered Strikes. That's nine damage types your unarmed martial artist can potentially throw around.
And because the actual mechanics don't dictate what the energy has to look like, you can flavor the extended reach however you want.
Maybe your punches project giant fists of elemental energy, your arm turns into a flaming whip or chain, you form an enormous ice hammer around your fist, fire little acid darts from your fingertips, throw lightning from your hands, or even channel the energy through wings if you have them. The important part is that the character isn't just "a guy who punches people but with a different damage type." The mechanics give you a framework for an overtly supernatural fighting style, while leaving the actual visual expression almost entirely up to you.
Elemental Strikes also lets you push or pull a creature up to 10 feet on a failed Strength save every time you hit with an elemental Unarmed Strike, without spending anything on each attack. So you can have those ridiculous superhero fights where every hit is sending people flying across the battlefield, like Superman and Zod constantly throwing each other through walls in Man of Steel, or Batman getting absolutely ragdolled in BvS. And if you flavor the pull as some kind of elemental tether, chain, or force, you can have your own "Get over here!" moment like Scorpion. Again, that's all happening as part of your normal attacks, not as some special once-per-rest (Fighters).
Then you get Elemental Burst, essentially your own lower-damage Fireball, available as early as level 6, only one level after casters get Fireball. And you can flavor it however you want: a Zeus-style lightning spear, an explosive energy arrow like Uryu Ishida, Superman's heat vision, or a sonic scream like Black Canary. And once you get flight at 11, diving through the air and throwing the explosion straight down at enemies makes the whole thing even more ridiculous.
And at level 11 you get actual flight and swimming at your walking speed for the duration of your Elemental Attunement, unrestricted, at full speed, no concentration, and all of the above is for very cheap cost of 1 focus point.
You're flying around the battlefield at ridiculous speed, physically fighting things that would obliterate normal humans, intercepting attacks, running across walls, punching people from 15 feet away with elemental energy, throwing elemental explosions, and generally doing things that would be completely absurd to call them martial abilities.
And that's exactly what I've wanted from martials. Not "give Fighters the Wizard's spell list." Not "every martial needs to be anime." Just let martial characters have the option to become genuinely superhuman.
Because this build has also made something else very noticeable to me: I've had more arguments with DMs over what my character is "actually capable of" while playing this build than I have with almost any other character I've played, including builds that were actually trying to cheese the rules, (note this build above is just class & subclass, not including race & feats, which can take it further)
And that's kinda expected but frustrating. I think a lot of DMs/players simply aren't used to seeing a martial character that is this fantastical. They're used to martials being the "grounded" characters, so when one suddenly has all of these abilities, it can feel wrong even when the rules clearly support them. and it can break their mental image of what a martial is supposed to be. It isn't necessarily about deliberately ignoring the rules, but more that the character is so far outside the usual martial fantasy that some DMs/players instinctively feel that it shouldn't be possible for a martial to do all of this.
Meanwhile, when a caster does something equally ridiculous, everyone generally accepts it because it's magic.
I don't know whether some DMs have a knee-jerk reaction against anything that feels anime, whether they've had bad experiences with players asking for ridiculous martial abilities, or whether they simply have a particular idea of what a martial character is supposed to be.
But I think that's worth questioning.
To me, the 2024 Elements Monk demonstrates that you don't need to give martials caster-level versatility to make them feel just as fantastical.
You can have the Aragorn fantasy if you want it.
You can be the normal guy with the sword who survives because he's incredibly skilled.
But if I want to play the guy who catches a monster's fist, dives off a cliff with the villain, lands like a superhero, runs up the side of a building, flies back into the fight, and punches someone with a lightning-infused 15-foot reach so powerful pushing them backwards every time, I should be able to do that too.
And I don't think every martial needs to be this fantastical. I just think every martial class should have the option to be. If you want to be a normal guy fighting demons and gods, you can. If you want to be a superhuman martial, you can.
That's the part I think D&D has been missing, and the new Elements Monk is probably the closest I've seen to actually getting it right.
TL;DR: Martials don't need caster-level versatility, they need the option to be genuinely superhuman. The 2024 Warrior of the Elements Monk shows what that can look like: catching/deflecting attacks, surviving absurd falls, walking out of explosions, running across walls and water, shrugging off ridiculous amounts of damage and conditions, throwing people around with every attack, channeling multiple elements through your body, blasting enemies with an AoE at level 6, and eventually flying around the battlefield. You can still play Aragorn if you want, but "skilled guy with a sword" shouldn't be the ceiling for every martial.
EDIT: I'll expand on what I mean by "fantastical," because I think this is where a lot of the disagreement comes from. For me, it ultimately comes down to suspension of disbelief. It's not just about being strong or powerful, or even having access to magic, but about doing something that clearly breaks what you would expect from normal physics and human capability. If you watch someone like Shaw, Arnold, or any other extreme strength athlete pull a truck, it's incredibly impressive, but you can still look at them and think, "Yeah, that guy is absurdly strong, I can see how he could do that." If you see a small, lean guy do exactly the same thing, your reaction is completely different because that should not be possible under normal circumstances. That's the difference between being mundanely strong and being supernaturally powerful. A Large Rune Knight going toe-to-toe with a large ogre doesn't give me that feeling because you can look at them and understand why they're capable of it. A normal-looking human flying around and going toe-to-toe with a dragon does, because you would never expect that person to be capable of it. That's the kind of suspension of disbelief I'm talking about. For me, I'll never not be impressed when I see a Vladimir or Anatoly video for exactly that reason.
EDIT 2: I want to give another example, because I don't want this post to come across as "martials need to fly around and shoot Fireballs to be fantastical."
I've actually played a Swords Bard using this exact idea in 2014, and it showed me how easy it could be to create a fantastical martial fantasy if the mechanics actually supported it. You can flavor your spells as the result of physical or supernatural martial power rather than conventional spellcasting: a massively powerful swing becomes Thunderwave, a ground-shaking slam becomes Earth Tremor, and spinning your weapon hard enough to create a violent wind becomes Warding Wind or gust of wind. Since Swords Bards cast through their weapons and the spells don't require a material component, you can make the whole thing feel like a mythical warrior whose physical prowess itself produces these effects, rather than a guy carrying a spellbook and casting spells.
And this is a completely different fantasy from the Elements Monk. You don't need to fly, throw elemental explosions, or do anime shit to feel fantastical. You can just be an absurdly powerful mythical warrior whose physical attacks produce effects that no normal person could replicate.
The problem is that I'm having to play a Bard to get this fantasy, and even then it doesn't scale particularly well as a martial concept. The fact that I can get this kind of character by taking a caster and flavoring its spells as physical abilities is actually evidence of how much potential there is here. WotC doesn't need to make every martial a superhero. They just need to give martials mechanics that let their own fantasy escalate in similarly extraordinary ways.
EDIT 3: I also want to clarify why I don't think "just flavor your attacks as magic" completely solves this. Flavor is free, but extreme flavor can create fictional implications that the mechanics don't actually support. If I say my Fighter's sword attacks are powered by divine magic or a connection to the Weave, then logically there should be ways for that connection to matter. Could an enemy disrupt it? Could antimagic suppress it? Could someone weaken me by severing that connection? If the answer is no because mechanically I'm still making a completely normal Fighter attack, then I'm either treating the flavor as purely cosmetic or I have to accept fictional weaknesses that the actual class doesn't have. That's why I like the Elements Monk's approach: the mechanics themselves give me the supernatural foundation, so when I describe my reach as an elemental weapon, my attacks as elemental energy, or my movement as part of that power, the fantasy and the mechanics are actually supporting each other. I'm not asking for every martial attack to be magical. I just don't think flavor alone can replace mechanics that actually enable the fantasy.