The Fighter remains an unbreakable bulwark of combat prowess in the 2024 Player's Handbook. With the ability to use Second Wind to do more than heal, Weapon Mastery to control the battlefield, and updated subclasses, the Fighter is more of a master-at-arms than ever.
In this article, we’ll cover the key changes to the 2024 Fighter you’ll find in the 2024 Player’s Handbook. If there’s a feature we don’t cover, such as Extra Attack, it remains unchanged or only saw minor tweaks (don’t worry, your Fighter can still attack four times per action at level 20).
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2024 Fighter Class Features Overview
Fighting Style — Level 1
Fighting Style options have remained mostly the same, with a couple tweaks to make them streamlined and more effective. The most significant change is that the options from Tasha’s Cauldron of Everything have been included, and all of these features are now considered feats with a prerequisite that requires the Fighting Style feature to be picked up.
At level 1, you get to choose one of these feats as part of the Fighter’s Fighting Style feature. Every time you gain a Fighter level, you can swap out your choice in case you get tired of protecting your glass-cannon Wizard and want to swing a two-handed weapon instead!
Second Wind — Level 1
Second Wind starts at two uses and increases as you level up. Each Short Rest, you regain one expended use of the feature. On a Long Rest, you regain all expended uses. Thanks to Tactical Mind and Tactical Shift, this resource has also been made effective even when you’re not on the edge of death!
Weapon Mastery — Level 1
Customize your kit with the new Weapon Mastery feature! Choose any weapons that you’d like to access the mastery properties of, for example, the Greatsword, Flail, and Javelin from one of your starting equipment options, and you’ll get access to:
- Greatsword (Graze): With the Greatsword’s mastery property, Graze, you damage enemies even if you miss them with attacks! The damage is equal to the ability score modifier used to make the attack, so make sure to pump your Strength to make even those misses hurt!
- Flail (Sap): Sap gives creatures that you hit Disadvantage on their next attack roll before your next turn. Combined with your high AC, this will make you an annoying thorn (or flail) in your enemies’ sides!
- Javelin (Slow): Need to keep a bit of distance between you and your foe? The Javelin’s Slow property reduces your target’s Speed by 10 feet until your next turn when you hit. This will allow you to get out of dodge or allow an ally to create some much-needed space.
Tactical Mind — Level 2
When you fail an ability check, you can expend a use of Second Wind to gain 1d10 to add to the roll. Plus, your Second Wind usage isn’t expended if you still fail. Who said jocks can’t be smart?
Fighter Subclass — Level 3
Fighter subclasses in the 2024 Player's Handbook include the Battle Master, Champion, Eldritch Knight, and Psi Warrior. The Champion saw the most extensive updates, whereas the Battle Master, Eldritch Knight, and the Psi Warrior saw slight tweaks to improve gameplay.
- Battle Master: The number of Superiority Dice and maneuvers you receive are the same, as is the scaling of your Superiority Dice. Maneuvers have been brought over from Tasha’s Cauldron of Everything, and some have been tweaked slightly. There was a change to Know Your Enemy, which now uses a Bonus Action (instead of 1 minute of observation) and reveals the target's Immunities, Resistances, and Vulnerabilities. Also, level 15's Relentless feature now allows you to use a free d8 instead of spending your regular Superiority Dice for maneuvers once a turn.
- Champion: The Champion is still all about Critical Hits, with some added bonuses. Remarkable Athlete has been brought to level 3 and now gives you Advantage on Initiative rolls and Strength (Athletics) checks, and when you score a Critical Hit, you can move half your Speed without provoking Opportunity Attacks. You also gain that additional Fighting Style sooner at level 7 (where it previously had been at level 10). In addition, you get access to a new feature at level 10 called Heroic Warrior, which gives you Heroic Inspiration whenever you start your turn without it. The level 18 feature, Survivor, has also been improved, granting you Advantage on Death Saving Throws and allowing you to gain the benefit of rolling a 20 on a Death Save when you roll an 18–20.
- Eldritch Knight: The Eldritch Knight remains mostly the same, with some small changes to their spell limitations, as well as War Magic and Improved War Magic. First and foremost, the Eldritch Knight is no longer limited to the Abjuration and Evocation schools of magic for its spell choices. Also, instead of getting to attack once as a Bonus Action when you cast a cantrip as an action, you can simply replace one attack with a cantrip (which must have a casting time of an action) when you take the Attack action. This allows you to intermix your magic and attacks more effectively, especially when you get Two Extra Attacks at level 11. Improved War Magic follows this trend but requires you to forgo two attacks to cast a level 1 or level 2 spell.
- Psi Warrior: Introduced in Tasha’s Cauldron of Everything, the Psi Warrior is mainly unchanged.
Tactical Shift— Level 5
If your caster buddy is getting pummeled across the battlefield but you can’t risk an Opportunity Attack to get to them, all you need to do is use Second Wind as a Bonus Action. With Tactical Shift, using your Second Wind allows you to move up to half your Speed as part of the Bonus Action, and you don’t provoke Opportunity Attacks.
Once you’re out of your foe’s reach, you can use the rest of your movement to get where you need to go!
Indomitable — Level 9
This feature now lives up to its name. When you fail a saving throw, you can reroll with a bonus equal to your Fighter level. You heard that right. By the time you get this feature, that will be plus 9 to your rerolls. Eventually, you’ll be able to add 20 to your roll.
Now, if that won’t help you avoid a lich’s Dominate Monster, maybe you shouldn’t have taken a 6 in Wisdom.
Tactical Master — Level 9
Dial up your mastery over weapons! When you attack with a weapon you’ve chosen as part of your Weapon Mastery feature, you can swap out the mastery properties for Push, Sap, or Slow.
We’ve already covered Sap and Slow under our Weapon Mastery section, so here’s a breakdown of how Push works:
- Push: When you hit a creature, push it 10 feet away in a straight line. No ability check (or saving throw on the pushed creature’s part) required.
Swapping out mastery properties on the move is incredible for your versatility and will allow you to capitalize on strategic decisions.
If you’re standing at the edge of a cliff, this will let you swap out your Greatsword's potential Graze for a much more devastating Push off said cliff, adding more strategy than ever to a Fighter's arsenal.
Studied Attacks — Level 13
We all hate whiffing on attacks, but this new ability does a lot to make sure you’re at least not whiffing twice in a row.
If you make an attack against a creature and miss, you get Advantage on your next weapon attack against the same creature until the end of your next turn.
So, whenever you miss your first attack and Critical Hit on your second because of Advantage, you can say, “That first one was for research!”
Epic Boon — Level 19
Epic Boons are a new type of feat introduced in the revised core ruleset and that are level-locked. At level 19, the Fighter gets their choice of one of the twelve Epic Boon feats found in the 2024 Player’s Handbook.
The following Epic Boon is a recommended option for the Fighter:
- Boon of the Combat Prowess: Increase one ability score by 1 to a maximum of 30. Also, whenever you miss an attack roll, you can hit instead. Once you use the ability, you can’t use it again until the start of your next turn.
Master the Battlefield
The new updates in the 2024 Player's Handbook bring a refreshing update to the Fighter class and its subclasses. With the introduction of Weapon Mastery, as well as a new expendable resource in Second Wind, Fighters have a lot more meaningful choices to make in and out of combat.
We’re excited to share more of what you can expect from the 2024 core rulebooks, so stay tuned for additional guides previewing the 2024 Player’s Handbook, which is releasing September 17!
Ready to see what's next for D&D? The 2024 Player's Handbook, 2024 Dungeon Master's Guide, and 2024 Monster Manual are all available for preorder on the D&D Beyond marketplace. Plus, you can save $60 and get exclusive digital bonuses when you preorder the Digital & Physical Core Rulebook Bundle!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his partner, and tending the veritable jungle of houseplants that have invaded his house.
This article was updated on August 12, 2024, to issue corrections or expand coverage for the following features and subclasses:
- Weapon Mastery (Sap): Added "before your next turn."
- Fighter Subclass (Battle Master): "Relentless Presence" corrected to "Relentless."
- Fighter Subclass (Champion): Added the fact that you can also move half your Speed without provoking Opportunity Attacks after you score a Critical Hit to Remarkable Athlete. Also added coverage for their additional Fighting Style being brought from level 10 to level 7 and updates to their level 18 feature, Survivor.
- Fighter Subclass (Eldritch Knight): Added coverage that the Eldritch Knight is no longer limited to the Abjuration and Evocation schools of magic for its spell choices.
Boon of the Combat Prowess let's you increase a stat to a max of 30. Does that mean the cap has gone from 20 to 30 for the other rules in the game?
Almost certainly not. Epic Boons seem to be there own thing, sort of rule-breaking pinnacle abilities.
Nope, probably just for epic boons. That’s how it went in the 2014 player’s handbook.
Epic Boons specifically allow you to go beyond the typical limit of 20. 30 is the cap for the game as a whole from the DM's side
What about action surge?
It was shortly mentioned in the Video, it seemes to have no changes from the 2014-Version.
We have already this in the current DMG, p. 230:
From what was said in the actual video and livestream. No, regular cap is still 20, but epic Boons will let you increase that up to maximum of 30. you only get one epic boon at level 19 but with the new rules of playing beyond 20, you can get more epic boons. it seems like basically all you get when you level up beyond 20 is more epic boons
why are half the Fighter and Rogue subclass options caster/caster adjacent psionics?
You guys need to fix this chart for the mobile website because it is too massive.
Edit: Fixed
Extremely disappointed that Psi Knight has no major changes.
The fact that psi warrior remains untouched makes me feel disappointed. It was ok but when compared to the battle master's die recharge on short rest or a eldritch knight swapping a cantrip into an attack will make them fall behind quickly. I think the power imbalance will be very clear and will disappoint folks like me.
Indomitable is fricking crazy! Now, you fighter gets auto successes for saves per day!
Ah, so they’ve revised the Battlemaster capstone so that now at least one Maneuver can be used each turn.
Fantastic.
The social boons are also very much welcome.
My “City Guard-turned-adventurer” and “Commoner” character concepts will do well with this subclass; just a mundane guy who overcomes through grit & experience.
Amazing artwork for the female fighter, but does the palm of her hand look a little, um, "artificial"?
Let's not start with this again, not everything is AI
I'm pretty sure that just means that you can get away with stacking other things together like the Original boon that gave+2 for a stat and the tomes/manuals for stats. Previously the best you could do was 24 and with the exception of the barbarian capstone you had to do it in a certain order to even reach 24.
I am confused about this, "Heroic Warrior, which gives you Heroic Inspiration whenever you start your turn without it." Is this like unlimited Advantage, because that seems odd, or does it just stack with advantage? I don't see how this feature will go well. This is a feature I am slightly worried about. If anyone understands it better, please let me know.
What happened to extra Attack
I think they are moving all of those into feats, I know for certain that Fighter will be able to extra attack, but I don't know if it is considered a base class feature anymore.