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 still there. The overall sense of the changes (not all of them, just the general feel, IMHO) is for more power. Or, to put it simply, just plain more.
Then what would you suggest as an alternative? The Fighter has been lacking in versatility, and these changes provide that. I would much rather have that that new things for the sake of it being new. As an example, the 2024 Ranger class and the 2024 Assassin subclass provide features not seen in the 2014 PHB that do little, if anything, to improve them, especially compared to other classes and subclasses.
First, assuming I agree the current fighter lacks versatility, you're talking versatility and I'm talking about power. Second, newness for the sake of newness is rarely a good idea, so agree to disagree on that point. Third, it's a question of the overall approach to the changes. Not just with the fighter but overall. For me, the sense is that the overall approach has been more powerful abilities makes for a better game. You can see this same approach in WotC's approach to MtG. Now, I don't know how much control WotC had over the 2024 rules. However, this is the "take a step back and see the forest not the trees" view that I have. Your view is clearly different. Cool. I plan to hold any final decisions off until I see the books themselves, not these blurbs.
I like several of the changes to the various classes that I've seen so far (still need to check out Warlocks, Wizards Druids and Rangers). Others, not so much. But, then the same held true for the 2014 rules.
Am I the only one who thinks the new Surprise rule is stupid? I think if you're surprised than you should definitely go after the person who surprised you. I also think you shouldn't get your Dex bonus, or at least not all of it. But that's me.
It's just you. The new surprise rules are much easier to work with
Just realized that Indomitable gives you a 97.75% chance of succeeding any given Death Saving Throw, since a 1-9 can get rerolled and a 2-9 on the reroll gets a minimum +9 bonus for an instant success.
Sadly, rolling a 1 on the reroll would still count as 2 failures, regardless of the bonus. Still, this absolutely makes the death saving throw as the best use for indomitable.
I wish they would have included Arcane Archer as a subclass. Fighters don't have to be all based on STR, they can be DEX too!
Big fan of the Second Wind changes! Particularly later improvements for combat and social encounters. Makes the fighter feel like it has its own unique mechanic like Bard or Monk rather than a tiny little boon. At level 1 that never felt impactful to the fantasy
Pretty much every subclass here works with Dex. An archer Battlemaster, for one, is a really devious build. At least half of all maneuvers work with ranged weapons.
Recently found this article that includes more details on the 2014 features, just to offer a better comparison. It's a nice little supplement if you don't know the old Fighter features all that well: https://dungeonsanddragonsfan.com/new-2024-fighter-dnd-5e-class-changes/
I love the psi-warrior, and the it's abilities are actually great, the biggest problem with it was the amount you could use your abilities was lack luster. I really hope they increased the rate at which you could use their abilities in the minor changes/adjustments for the subclass
Barbarians at level 20 by passing a 15 con save can come back to 40 hit points which is further increases by half damage and other abilities, Rogues have more flavor than every with cunning strike and you get reliable talent at level 7 you guys get plenty we need something to bring flavor to fighters
I really like these changes, especially weapon mastery!
Hope this is an acceptable place to ask this - does anyone have any insight into how the 'Nick' weapon property would interact with the Duel Wielder feat?
The Nick mastery property allows you to make the additional attack you receive from wielding two Light weapons as part of the initial attack action. Duel wielder would let you make an off hand attack with a non-two handed weapon, for example a longsword. But using a longsword in your offhand would appear to negate the Nick weapon mastery property (assuming you only have two hands - looking at you thri kreen). Is this how others see it or due you anticipate stowing/drawing shenanigans?
I think focusing both on feats and weapon mastery will help fighters characters be unique from each other and help cause effects in combat rather than just dealing damage.
Yes if you only have 2 hands then the Dual wielder Feat with a long sword would allow 2 attacks with the light weapon and one with the long sword.
If you use 2 light weapons one with the nick property you can make 4 attacks (not an official ruling but the Dungeon Dudes asked Jeremey Crawford and he said yes it works that way).