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.
There is no implication that Action Surge is gone at all. Do read the first two paragraphs of this article - it very clearly states that if something is not mentioned in the list, then it is either unchanged or simply got minor tweaks.
Maybe not.
But, that is.
Im fairly certain they did remove the restrictions on spells they just don't go over it. But yeah replacing both attacks with attack cantrips would be really nice. But probably too op. And you'd have to have high int to be able to hold person and have it actually work.
It wasn’t no. A lot of people don’t seem to read the part at the beginning that says “if it isn’t mentioned it hasn’t been changed”
I hate that you have to have the fighting style feature to pick up a fighting style. So, no more TWF rogues? No more GWF Barbarians? By this logic, only Fighters, Rangers and Paladins will EVER be able to have a fighting style. Weapon Mastery does not make up for the lack of fighting style options.
I run a club for 11 year olds, so they can learn the game and play them selves in the following year. There's simply too much choice and read needed for these players, when can we have an updated version of basic D&D that's easier to access than this leviathan of rules and options?
tl;dr: Slight out of combat utility improvements and Battle Master is still the only worthwhile Fighter subclass.
Looks like they failed to fix Evasive Footwork. A shame.
If the ability is unchanged from 2014, it is not mentioned.
Which one is objectively worse, and why?
I'm really excited for these new Fighter changes, especially the Eldritch Knight being able to cast cantrips or spells at the cost of attacks instead of an action.
Currently, 7th level Fighters can cast a cantrip as an Action and make a weapon attack as a bonus action. That's two attacks, which breaks even with the Extra Attack feature. Starting at 11th level, however, you forfeit three attacks for the sake of making two, then lose four attacks for the same two at 20th level. These features forced an Eldritch Knight to choose between Spellcasting or standard melee attacks, and then the Bladesinger came out and outperformed War Magic.
With these new rules, the Eldritch Knight doesn't lose any attack economy, and a cantrip like Booming Blade or Green Flame Blade can give you up to 9 attacks in a single turn after using Action Surge. Or, you can give up 2 attacks to cast a spell like Scorching Ray and make 3 ranged spell attacks and add a weapon attack for your bonus action, interweaving your spell and weapon attacks. It is such a great buff, and exactly what the subclass needed!
Really? Once per turn? This is too much. Starting to feel like Monty Hall.
How does that punish you? You still get to use a mastery other than the one the weapon comes with. Your options are just a bit more limited. So what? It's already feeling very Monty Hall-like. I can see WotC's fingers in this mess all over the place. More, and more powerful, is not always better.
Did Rogues have the ability to get a fighting style before, in 2014 rules? Barbarians?
No, they did not. This person is confusing the Two-Weapon Fighting Bonus Action with the Fighting Style of the same name. Rogues were never granted a fighting style, but can use their bonus action to make an off-hand melee weapon attack without the ability modifier damage. This is a standard bonus action that any character can take regardless of class. Meanwhile, the Two Weapon Fighting Fighting Style allows you to add your ability modifier when you use the Two Weapon Fighting feature available to all classes. As for GWF Barbarians, Barbarians are not given Fighting Styles, and I believe they are confusing this fighting style with the Great Weapon Master feat.
Rules as written, TWF fighting style Rogues and GWF Barbarians do not exist in the 2014 core rulebooks or in any sourcebooks I can find.
However, good news for Rogues in 2024 is that they can essentially get what KingMordred was referring to by using daggers with the Nick weapon mastery property. Nick allows to make an additional attack if you are wielding a weapon with the Light property, such as a dagger. This additional attack does not use your bonus action, and you can add your ability modifier to the additional attack. This does the same damage than what a TWF fighting style Rogue would theoretically be able to accomplish while not using your bonus action, so it's better than (what I can only assume is) the homebrew that King Moredred was using.
I am curious as to what you think the problem is with an Epic Boon being OPT, but I'm even more curious as to what makes you think this is a Monty Hall problem.
Keep in my that Epic Boons are level locked to Level 19, and only available after that beyond Level 20. Take a look at other Epic Boons listed in the DMG and you will know that a OPT auto-hit is not overpowered. A lot of the epic boons in the DMG are restricted to short or long rests, and these are removed for 2024 boons. While this is not a blanket change made from DMG to 2024 Epic Boons, the OPT effect of the 2024 Boon of Combat Prowess puts the Fighter on a more equal playing field compared to higher tier classes, which is the entire point of the 2024 revisions: Balancing classes and subclasses. Martials have always been at the bottom of the barrel in 5e, and these minor tweaks give them more power.
Now, about that Monty Hall problem...
They said for 20th level of play you get stronger by gaining more epic boons which in theory if you play enough you could reach 30
This is a level 19 ability.
You are fighting red dragons, demons from the nine hells, and aberrations horrors beyond comprehension by now.
Your PC isn't a random adventurer anymore, they are a full-on mythical hero. Of course they can choose when to hit with their attacks once per turn. Does the Wizard casting Wish and warping reality at this level feel like Monty Hall?
I REALLY hope they gave the Fighter it's fourth attack at level 17 now.
The fact a Warlock can get Extra Attack as a cantrip that scales to fourth attacks at level 17 but the Fighter can't is insane.
Extra Attack has not moved. For comparison, the 2024 Rogue page notes that Reliable Talent moved up in level. Since there is no mention of Extra Attack here, you can assume that there is no change to the feature.