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 2024 Player's Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
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 delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!
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.
It's appalling that Tactical Master just punishes you if you're using a weapon with Push, Slow, or Sap.
This never would have survived a public play test. How it made to print is mind blowing.
Extremely disappointing.
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).
The answer is right there at the beginning of the article.
Stop, accusing real artists of using AI is harmful to those artists
Extra attack is still a base class feature for Fighter, same as action surge. Not everything is listed here, just the new stuff
It doesn't "punish" you, it just offers slightly less of an advantage. You still benefit from being able to use at least two other masteries, this isn't something worth complaining about.
Thanks mate
Please please please, a massive way to improve fighters would be to move their third extra attack to level 17 so it's in line with cantrips and give them a better capstone feature!
Or change to some other weapon if you want to optimize. Until you have it around, you can change weapons once per turn as a free action. ;)
My understanding is Heroic Inspiration is a re-roll for any dice, not just d20. What I am not sure is I don't think you keep the better roll, like advantage does, but you just have the ability to re-roll, and take the new roll regardless if is better or worse.
I'll agree to disagree.
If my players Alice and Bob are at the same table playing fighters, and Alice is wielding a battle-axe (d8 slashing, topple) and Bob is wielding a longsword (1d8 slashing, sap), one of those is objectively worse. This undermines one of the main benefits of the weapon mastery system - providing tradeoffs between weapons to make weapon choices meaningful.
Call it what you want, but IMHO we deserve better than an RPG where players can feel stuck between playing the character they want to play and taking one of the options that offers more tactical options. As a DM, this makes me feel like I'm erasing an ability off Bob's character sheet. Justice for Bob! He did nothing wrong!
"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)."
This is genuinely the first thing I've seen from this new edition that I actually prefer over 5e. Nice work!
Might be digging myself further into a hole here, but...
When you see other works this artist is associated with (and in use in multiple D&D books), it is quite clear that they have a phenomenal talent. It was not my intention to bemoan them personally.
However, for this one piece of art, for whatever reason, I find myself engaging with it in what I believe to be a slightly off-kilter way. The word I used to describe my failure-to-engage properly was, in retrospect, one chosen in artistic-ignorance as I struggled to explain my own "malfunction" in engagement towards it.
[while, perhaps, poorly expressed, I hope that you might be able to hear what I'm trying to say, rather than merely read what I've actually written]
Sláinte
What are the differences for Sorcerers?
I assume since Action Surge was not mentioned it is unchanged.
extra attack remains unchanged, i gather.
If Bob is only carrying one weapon he isn't fully utilizing the feature and deserves it ;) However unless it's a magical weapon he could just swap it for another weapon with another mastery property it's not that big of deal. My character WILL be carrying Javelins and I'm not crying about it only having 3 instead of 4 because it's still a great feature. Chances are pretty good at least one of his weapons will not have one of the three this feature offers.
What would your fix be?
Again, slight mechanical disadvantage, and ultimately you choose weapons for more than just mechanical benefits. Some magic items will only be a battle-axe or a longsword, and there is also the roleplaying-flavor aspect. If your player doesn't want to go for the most optimal choice, they aren't losing out on that much.
Yes. There is a way to keep getting Epic Boons as a replacement to leveling past 20. I bet you'd just keep taking this Epic Boon
It raises the cap, but how do you increase your score from 20 to 30?