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.
I like the idea of Tactical Master, but with it being strictly Sap, Push and Slow, it causes weapons that already have those to be redundant?
Based on the last playtest, both the Longsword and the Battleaxe are both 1d8 Slashing and Versatile weapons. But the Battleaxe's mastery is Topple, while the Longsword has Sap.
A battleaxe is strictly a better choice than a Longsword for a level 9 Fighter, and that's just one example. I'm not a fan of an arbitrary dis-incentive away from certain weapons on the class touted as the quintessential weapon master, even if it's a minor one. I'll wait till the book is out however before making any calls, I like what WOTC has done with the rest of the Fighter class though.
Cool stuff- the amount of typos in the article is crazy
Will I be able to use the new fighter features with the old subclasses? For instance if I wanted to play a Rune Knight, do I get to use weapon mastery and multiple second winds? Or am I restricted to the 2014 fighter for the subclasses that aren't appearing in the 2024 book?
I see a lot of complaints about Paladin having to use a bonus action for Smite. I love playing Paladins, and I don’t love the change, but I don’t think it ruins the Paladin as much as this broken Indomitable feature does.
Paladins are supposed to be the great saving throw class. Now, you have 17th-level Fighters able to essentially automatically succeed on three failed saves each long rest. In a balanced game, it is rare to see any character fail three “important” saving throws without having an opportunity to take a long rest. Sure, it happens occasionally, but it is rare. What this essentially has done is make high-level fighters virtually impervious to failed saving throws … and far better at them than 17th-level Paladins. Why?
Still waiting for level 20 to get as many attacks as a cantrip user with eldritch blast?
I've loved playing various Fighters and Thieves over the years, decades... but now Amazon is showing a page from the 2024PHB where classes are rated by complexity and these two are defined as low complexity. Kindah feeling like someone tried telling me I have an IRL INT of 6!
(Yes, I know, I'm old and new-to-the-game-ers will probably find this help in making choices - but I also thought that moving forward all the heavy lifting number crushing stuff was going be solved by their super hi-tech VTT that's coming (i.e. making all classes easier to play)).
I don't have an alternative, but I think it's the word "complexity," surely how much/how little the player is doing defines the complexity of the character not the class?
Bob the ubiquitous fighter likes hitting things with his hammer and drinking till he falls over (low complexity). Why does he drink so much? What is he trying to escape from? Does he feel that he can be ever be "redeemed"? Does drinking till he falls over allow him to commune with a mysterious spirit that cries out of Bob to avenge them? (more complexity).
I'm still going to continue playing Fighters and Thieves because they're iconic!
UPDATE: Maybe "Game Mechanics are..." Easy | Average | Difficult???
Also the playtest was public. they've made it very obvious and had numerous UA's and feedback questionnaires over the past year about it
With the epic boons, you can get more epic boons by leveling beyond 20 if that is something your DM chooses to do, most epic boons give you an ASI increase that can bring you beyond 20 to a maximum of 30 if you play that long
I'm a fan of multi-classing, but I do hope that their lack of mention of Action Surge doesn't mean that they got rid of the "Magic" action rule that they added. I don't need every character brought to my table to have 2 levels in fighter for "optimization". Also, from reading the comments, I do understand people's frustrations with certain things, like the paladin's smite being changed, but you have to understand that the Dungeon Master is a player, too. Fighting a dragon and killing it in a round isn't fun for everybody at every table.
As it's written I think the ability you choose has its cap moved to 30 as a result of the boon, but at level 19 it's not like you can really increase your ASIs much anyway unless you have a game-defining amount of downtime.
So, will I be able to cast booming blade and green flame blade in the same turn? Replacing an attack for a cantrip?
This will be like the Bladesinger Wizard is now - you can only replace one of the attacks with a cantrip is my guess. It's a big plus to be able to drop these combat cantrips and still get the multi-attack, as these scale up with level. Trading two attacks for a level one or two spell later is likely much less useful for damage as once you get to higher levels the cantrips will be doing more damage for attacking---However using for a defensive spell such as Blur or casting Hold Person and still getting to hack...
I would hope they changed the spell selection for the EK, as being forced to take abjuration and evocation spells is non optimal and mostly doesn't fit with the character. Outside of shield and absorb elements I have a hard time finding ones I like under these schools with so many others more useful for a fighter build.
I would assume that because nothing is listed about action surge, that there has been no change to it, and it stays the same as the 2014 rule books
With Barbarian getting Brutal Strike and Rogue getting Devious Strikes, I was hoping for something... more for Fighter? Like, the Weapon Master thing is okay, but why limit the options the Fighter can choose from to those specific three?
Fighter is still just the guy who hits people four times, and now he can checks notes restore 1d10+CON hit points more times per short rest?
Fighter still ends up getting the same number of Fighting Styles and Weapon Masteries as the other martial classes, and the other martial classes are getting Weapon Masteries + new, powerful features that make their attacks bigger and more impactful at almost no cost (Barbarian sacrifices advantage and Rogue sacrifices a small amount of damage.)
Are there multiple Epic Boons at levels other than 19? As in levels before?
Nice
Feels a bit like a nothing burger tbh
Action Surge seems gone... Which is really dumb. Absolutely no way to even get close to keeping up to a Casters DPT without it :/
And they were widely hated.
I don't think its AI... Just her hand and the sword are on different perspective angles, so it looks weird, but nothing that ruins the artwork