Oh, man, then doing cool stuff is easy.
Disclaimer: I'm assuming you're melee for this, if you're ranged my recommendations change.
Fundamentally, as a Fighter you're serving as a direct, single target damage dealer, even in a ranged build. If you want a more mobile combatant, Monk and Rogue are both bigger on darting around the battlefield. Combat fun generally comes from making your role interesting.
Once you hit L3 that's pretty easy, but before then you're relatively limited. Your big options before then are Grappling, Shoving, and Disarming. All three options, in practical terms, rely on teamwork.
Disarming an enemy is a solid option, as your relevant modifier tends to be way better than enemies skill checks and it can massively reduce the lethality of a foe to remove their primary weapon (Go for Arcane Focuses if fighting casters, Casters tend to be terrible at resisting disarm attempts, go for dextrous enemies if you can't reach casters, they tend to have lower Acrobatics than Strong enemies have Athletics). An Orog without its greataxe is swinging a far less dangerous Javelin at you, a Yuan-ti with no poisoned weapons loses half their DPR and Casters that use staves and staffs can be crippled if you get it away from them. This may be a two-person job, depending on if your DM lets you kick disarmed weapons away as your Item Interaction/Bonus Action.
Shoving is nice, but only if you have other melee characters in your party (And don't have too many ranged characters). Prone enemies are way easier to hit in melee, so a stabby rogue, Paladin, transforming Druid, Cleric, or similar specialist will thank you profusely for knocking them down. Grappling is super situational, you use it when you want an enemy to not move, or when you really want the ability to move an enemy. Both Shoving and Grappling get the same caveats as Disarming regarding your bonus vs the enemies bonuses.
All of these become way better once you start getting extra attacks, as each shove/grapple/disarm attempt only uses one of those attacks. So you can, in theory, Shove->Action Surge and swing three times with advantage on a prone foe at L5. Or, one of my favorites, grab an enemy and shove them off a nearby ledge. While casters can, in theory, do these the combination of encouraged stats, attacks per round, and action surge lets the fighter do these incredibly efficiently.
Note: Your DM may not use Disarms/may mechanize opponents in a way that makes Disarms questionably useful.
When it comes to maneuvers, pick things you think would be cool to do to people. Pushing Attack and Trip Attack are both great, Maneuvering Attack lets you get allies out of sticky situations, Menacing Attack makes people terrified of you and is therefore amazing, Commander's Strike can be useful depending heavily on your team comp (Sharpshooter Archers and high single-attack damage characters are great targets for it. Give your Rogue a free Sneak Attack on a prone enemy, for example) and once you've passed L5 (So you can use a maneuver on your first attack and then give up your second to an ally. Shoving and then Commander's Strike with the aforementioned rogue, fr'ex), Distracting falls under similar rules to Commander's Strike, Goading is a nice aggro ability, Feinting/Piercing attack are both simple but very practical options that increase DPR.
If it's an option, go for Feats (Especially Chargen feats with Variant Human). Great Weapon Fighting and Sharpshooter are both amazing, and in general Feats give you new and interesting options for combat. They are competing with precious stat bonuses, though.
The playstyle isn't for everyone, but me and my brother both tend to play Battlemaster Fighters in this manner and enjoy it, so I recommend giving it a shot.
You should not be proud of this, especially with the amount of homebrewed freebies you needed to ruin a game for other people.