After weeks spent analyzing and playtesting the new Player’s Handbook, we can now explain exactly how the DnD 2024 Fighter works. Fighters have always been maligned as ‘boring’, but the One DnD Fighter tunes up the class’s strengths, giving it more tactical options to play with. This guide explains how Dungeons and Dragons has tweaked the major martial class.
While martial players have always had reasons to love the Fighter 5e, it’s true that the class never had the flair of those squishy spellcasters. However, with their reliable skills, powerful stats, and much higher adaptability than other DnD classes, Fighters have always played an important role in a Dungeons and Dragons party. And now, thanks to increased uses of Second Wind and the new DnD weapon mastery feature, they can become even more crucial.
Here’s what changed with the DnD 2024 Fighter:
Proficiencies and equipment
Primary Ability | Strength or Dexterity |
Hit Point Die | D10 per Fighter level |
Saving throws | Strength and Constitution |
Skill proficiencies | Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, or Survival |
Weapon proficiencies | Simple and martial |
Armor proficiencies | Light, medium, and heavy armor, shields |
First, let’s study the most significant changes in Fighter’s level progression. Namely, Fighters now gain multiple uses of Second Wind and the Weapon Mastery feature (we’ll explain both in just a moment.)
Wizards has given Fighters a more diverse choice of Starting Equipment than they once had. Your 2024 Fighter will start the game with either a princely budget of 155 GP to buy your own gear, or your choice of two loadouts:
Option A – the two-hander:
- Chain Mail
- Greatsword
- Flail
- 8 Javelins
- Dungeoneer’s Pack
- 8 GP
Option B – the dual-wielder:
Fighting Style
Level: One
Fighting Styles are now considered DnD 2024 Feats, complete with their own new feat category. Fighters can also change Fighting Styles whenever they gain a Fighter level. Generally, the Fighting Styles have remained the same, but there are a few notable changes:
- Great Weapon Fighting turns damage rolls of 1 or 2 into a 3, instead of re-rolling.
- Protection now imposes Disadvantage on attacks made against the protected creature until the start of your next turn, provided you stay within five feet of the target.
- Thrown Weapon Fighting no longer has “You can draw a weapon that has the thrown property as part of the attack you make with the weapon” as part of its wording, because the 2024 PHB makes the draw part of the action, regardless of whether the player has Thrown Weapon Fighting or not.
- Two-Weapon Fighting now requires the extra attack to use a weapon with the Light property to trigger the bonus damage.
Second Wind
Second Wind remains functionally the same, but gains multiple uses at higher levels. In addition, other features utilize Second Wind to trigger special effects, which we’ll detail later in their respective sections. A Short Rest will restore one use of Second Wind, while a Long Rest restores all of them.
Weapon Mastery
In addition to Fighting Styles, Fighters can now use the new DnD Weapon Mastery system to gain special effects for their favorite weapons.
Every martial class gets Weapon Mastery, and Fighters can master up to six weapons, more than any other class. Fighters can change the mastery for one of their weapons once per Long Rest – a little less flexible than the DnD 2024 Rogue, who can switch both of their two Mastery choices each Long Rest.
Since they’re particularly important for Fighters, here’s a table of what each Mastery property does (you can find the full details of which weapons have which Mastery in the guide linked above).
Weapon Mastery Property | Benefits |
Cleave | If you hit a creature with a melee attack roll with this weapon, you can make a melee attack roll against a second creature within 5 feet of the first within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
Graze | If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. |
Nick | When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |
Push | If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. |
Sap | If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
Slow | If you hit a creature with this weapon, the creature has Disadvantage on its next attack roll before the start of your next turn. |
Topple | If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus your attack modifier and proficiency bonus). If they fail, they are Prone. |
Vex | If you hit a creature with this weapon and deal damage, you have Advantage on your next attack roll against the creature before the end of your next turn. |
Action Surge
Level: Two
On your turn, you can take an additional action. Action Surge remains much the same, but with one significant change: Fighters can no longer use the Magic action during the feature.
You can only use Action Surge once before you need a short or long rest to restore it. Once you reach level 17, you can use it twice before needing a rest. However, you can still only use Action Surge once per turn.
Tactical Mind
Level: Two
One of the biggest requests from Fighter mains was weaving Battlemaster elements into the entire class. After all, the fifth edition Battlemaster gave Fighters a deeper level of decision-making for the class. The DnD 2024 rules take steps towards that with several new Fighter features, starting with Tactical Mind.
When you fail an ability check, you can expend one use of Second Wind. Instead of restoring hit points, you can add the 1d10 to the ability check. If the check fails, the Second Wind use does not get expended.
Tactical Mind should help make Fighter a more versatile class.
DnD 2024 Fighter subclasses
Level: Three (new features at levels seven, 10, 15, and 18)
Much like before, Fighters pick their subclass – or martial archetype – at the third level. The core subclass changes range from simple tweaks to surprisingly in-depth overhauls.
Battlemaster
Battlemaster has quite a few tweaks and reworks for 2024, but its tactical core remains the same.
Fighter level | Subclass features |
3 | Combat Superiority (incl. Maneuvers), Student of War |
7 | Know Your Enemy |
10 | Improved Combat Superiority |
15 | Relentless |
18 | Ultimate Combat Superiority |
Combat Superiority
You learn three maneuvers at level three, and two additional maneuvers at levels seven, 10, and 15. Any time you learn a new maneuver, you can replace one you already know with a different one.
Combat Maneuver | Summary |
Ambush | Spend and roll a Superiority Die, adding it to your Stealth or Initiative roll. |
Bait and Switch | Spend a Superiority Die to switch places with another creature within five feet. This gives them an AC bonus equal to your Die’s roll. |
Commander’s Strike | Spend a Die to replace an attack with a command. This lets another creature make a weapon or unarmed strike attack as a reaction, adding the Die’s result to the damage. |
Commanding Presence | Add a Superiority Die to your Intimidation, Performance, or Persuasion check. |
Disarming Attack | Spend a Superiority Die to increase an attack’s damage and force a target you just hit to make a Strength save, disarming them on a success. |
Distracting Strike | Spend a Die to increase an attack’s damage and give the next attack roll against that target advantage. |
Evasive Footwork | As a bonus action, spend a Die to disengage. Additionally, add the Die’s result to your AC until the start of your next turn. |
Feinting Attack | As a bonus action, spend a Superiority Die to give yourself advantage on your next attack against a target. The Superiority Die’s roll is added to the damage for that attack. |
Goading Attack | Spend a Die to increase an attack’s damage and force the target to make a Wisdom save, giving them disadvantage on attacks against anyone but you on a failed roll. |
Lunging Attack | As a bonus action, spend a Superiority Die to Dash. If you move five feet in a straight line before hitting with a melee attack, you add the Die’s result to the damage roll. |
Maneuvering Attack | Spend a Die to increase an attack’s damage and let a willing creature move up to half its speed as a reaction. |
Menacing Attack | Spend a Superiority Die to increase an attack’s damage and force the target to make a Wisdom save, giving them the frightened condition on a failure. |
Parry | When a creature damages you with a melee attack, spend a reaction and a Die to reduce the damage. |
Precision Attack | When you miss with an attack roll, spend a Die and add its result to the roll. |
Pushing Attack | Spend a Die to increase an attack’s damage and push a creature 15 feet away from you if it fails a Strength saving throw. |
Rally | As a bonus action, spend a Die to give an ally within 30 feet temporary HP equal to the Die’s roll plus half your Fighter level. |
Riposte | When a creature misses you with a melee attack, spend a Die to make a melee attack, with the die’s result as extra damage. |
Sweeping Attack | Spend a Die to damage another creature after you’ve already made a successful attack. |
Tactical Assessment | Spend a Superiority Die and add its roll to a History, Investigation, or Insight check. |
Trip Attack | Spend a Die to increase an attack’s damage and knock a creature prone if it fails a Strength save. |
Many maneuvers call for you to spend and roll Superiority Dice, which are d8s that replenish on a short or long rest. You start with four Superiority Dice, and you gain another at levels seven and 15.
Any saving throw your maneuvers call for has a DC of eight plus your Strength or Dexterity modifier, as well as your proficiency bonus.
Student of War
You gain proficiency with one type of Artisan’s tools and one skill available in the Fighter’s proficiencies table.
Know Your Enemy
As a bonus action, you learn the immunities, resistances, and vulnerabilities of a creature you can see within 30 feet. This ability is restored on a long rest or if you spend one Superiority Die as a free action.
Improved Combat Superiority
Your Superiority Dice are now d10s.
Relentless
Once per turn, you can roll 1d8 instead of spending a Superiority Dice for a maneuver.
Ultimate Combat Superiority
Your Superiority Dice are now d12s.
What’s changed?
Battlemaster has quite a few tweaks and reworks for 2024, but its tactical core remains the same. Student of War now grants an extra skill proficiency of your choice, provided they are available to the Fighter at level one.
Know Your Enemy now requires a Bonus Action and informs the player of immunities, resistances, and vulnerabilities. Relentless has completely changed.
Battle Maneuvers mostly stays the same, but here’s a list of the reworks and tweaks:
- Brace and Grappling Strike have been removed.
- Maneuvers are no longer restricted to Weapon Attacks, and Unarmed Attacks can now activate Maneuvers.
- Commander’s Strike no longer requires a bonus action.
- Evasive Footwork now lets you expend a superiority die to Disengage as a Bonus Action, in addition to its original function.
- Lunging Attack now reads, “As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.”
- Parry can now use the Strength modifier.
- Rally uses half your Fighter level instead of the Charisma modifier.
Overall, Battlemaster remains the same at its core, albeit with some quality-of-life changes to support more builds and offer more versatility.
Champion
The Champion remains as simple a subclass as ever, but overhauls and new features shake things up.
Fighter level | Subclass features |
3 | Improved Critical, Remarkable Athlete |
7 | Additional Fighting Style |
10 | Heroic Warrior |
15 | Superior Critical |
18 | Survivor |
Improved Critical
Your attack rolls for weapons and unarmed strikes score a critical hit on a 19 as well as a 20.
Remarkable Athlete
You have advantage on Initiative rolls and Strength checks. Plus, when you score a critical hit, you can move up to half your speed without triggering opportunity attacks.
Additional Fighting Style
As the name says – gain an extra fighting style feat.
Heroic Warrior
If you start your turn without Heroic Inspiration, you can automatically give it to yourself.
Superior Critical
Attack rolls with weapons and unarmed strikes now cause critical hits on rolls between 18 and 20.
Survivor
You have advantage on death saving throws, and a roll of 18 or higher counts as a critical success for death saves. Additionally, if you are Bloodied at the start of each of your turns, you gain HP equal to five plus your Constitution modifier.
What’s changed?
Fighters gain Remarkable Athlete at the third level instead of 7th, and it’s been reworked completely. In the absence of Remarkable Athletes, Champions get an additional Fighting Style at seventh level instead. At the 10th level, Champions gain Heroic Warrior, a new feature.
Finally, at the 18th level, Survivor has been reworked to grant two benefits. Overall, Champions have become beefier and gained new ways to fish for Critical Hits.
Eldritch Knight
Wizards has reworked most of Eldritch Knight’s features to support a more aggressive playstyle and efficient action economy.
Fighter level | Subclass features |
3 | Spellcasting, War Bond |
7 | War Magic |
10 | Eldritch Strike |
15 | Arcane Charge |
18 | Improved War Magic |
Spellcasting
You learn two DnD 2024 Wizard cantrips, plus three level-one Wizard spells. Intelligence is your spellcasting ability, and you gain more spells and spell slots as you level up. You can use an Arcane Focus for Wizard spells.
Spell slots per spell level | ||||||
Fighter level | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 |
3 | 2 | 3 | 2 | – | – | – |
4 | 2 | 4 | 3 | – | – | – |
5 | 2 | 4 | 3 | – | – | – |
6 | 2 | 4 | 3 | – | – | – |
7 | 2 | 5 | 4 | 2 | – | – |
8 | 2 | 6 | 4 | 2 | – | – |
9 | 2 | 6 | 4 | 2 | – | – |
10 | 3 | 7 | 4 | 3 | – | – |
11 | 3 | 8 | 4 | 3 | – | – |
12 | 3 | 8 | 4 | 3 | – | – |
13 | 3 | 9 | 4 | 3 | 2 | – |
14 | 3 | 10 | 4 | 3 | 2 | – |
15 | 3 | 10 | 4 | 3 | 2 | – |
16 | 3 | 11 | 4 | 3 | 3 | – |
17 | 3 | 11 | 4 | 3 | 3 | – |
18 | 3 | 11 | 4 | 3 | 3 | – |
19 | 3 | 12 | 4 | 3 | 3 | 1 |
20 | 3 | 13 | 4 | 3 | 3 | 1 |
War Bond
You can perform a ritual with a duration of one hour during a short rest. Doing so forges a magical bond with a weapon of your choice. You can’t be disarmed of this weapon unless you become incapacitated, and you can teleport it to your hand as a bonus action as long as it’s on the same plane of existence. Eldritch Knights can bond with up to two weapons at the same time.
War Magic
When you make an attack action on your turn, you can replace one attack with a DnD cantrip that has a casting time of one action.
Eldritch Strike
When you hit a creature with a weapon attack, the target has disadvantage on its next saving throw against a spell you cast before the end of your next turn.
Arcane Charge
When you use Action Surge, you can teleport up to 30 feet, either before or after your extra action.
Improved War Magic
When you make an attack action on your turn, you can replace two of the attacks with the casting of a level one or two spell that has a casting time of one action.
What’s changed?
Spellcasting progression remains the same as 5e but without the early-level restriction of abjuration and evocation spells. Eldritch Knights can now swap out cantrips and spells whenever they gain a Fighter level. Weapon Bond has been renamed War Bond, and Fighters cannot bind themselves to weapons attuned to another creature. War Magic has been completely reworked.
Eldritch Knights didn’t get many new toys, but the rework does make them a potent martial threat with more magical versatility.
Psi Warrior
The esoteric Psi Warrior subclass is practically unchanged in the 2024 Player’s Handbook for Dungeons and Dragons.
Fighter level | Subclass features |
3 | Psionic Power |
7 | Telekinetic Adept |
10 | Guarded Mind |
15 | Bulwark of Force |
18 | Telekinetic Master |
Psionic Power
At level three, you can use these dice for the following abilities:
- Protective Field – When you or a creature you see within 30 feet takes damage, you can spend and roll a Psionic Energy Die as a reaction, reducing the damage by the result plus your Intelligence modifier.
- Psionic Strike – Once per turn, after you damage a target within 30 feet with a weapon attack, you can spend and roll a Psionic Energy Die, dealing force damage equal to the result plus your Intelligence modifier.
- Telekinetic Movement – As an action, choose a Large or smaller object within 30 feet or a willing creature. You can move them up to 30 feet. This ability can only be used once before you need to finish a rest or spend a Psionic Energy Die to restore its use.
Telekinetic Adept
You gain new powers to spend Psionic Energy Dice on:
- Psi-Powered Leap – As a bonus action, you give yourself a fly speed that’s twice your walking speed. This can only be done once before you need to finish a rest or spend a Psionic Energy Die to restore its use.
- Telekinetic Thrust – When you deal damage with Psionic Strike, you can force targets to make a Strength save, knocking them prone or pushing them 10 feet horizontally on a failure.
Guarded Mind
You’re resistant to psychic damage, and you can spend a Psionic Energy Die at the start of your turn to end any charmed and frightened conditions that afflict you.
Bulwark of Force
As a bonus action, you can choose creatures equal to your Intelligence modifier that are within 30 feet, and each gains the benefits of half cover for one minute or until you’re incapacitated. This feature replenishes when you finish a long rest or spend a Psionic Energy Die to restore its use.
Telekinetic Master
You always have Telekinesis prepared, and you can cast it without a spell slot or components, using Intelligence as your spellcasting ability. While you maintain concentration on it, you can make a weapon attack as a bonus action. This ability restores if you spend a Psionic Energy Die to do so or finish a long rest.
What’s changed?
A Short Rest now restores one Psionic Energy die, and at the 18th level, they always have Telekinesis prepared. That’s really about it, which may imply that Wizards feels the broader Fighter class changes benefit Psi Warrior plenty enough.
We at Wargamer still wish Wizards gave Psi Warrior evil force lightning.
Ability Score Improvement
Level: Four, Six, Eight, 12, 14, 16
As in fifth edition, you gain one of the following:
- +2 to any one stat
- +1 to two DnD stats
- A free feat
Extra Attack
Level: Five, 11, 20
When you make an attack action on your turn, you can attack twice instead of once. This works as it did in the 2014 rules.
At level 11, you can make two additional attacks instead of one. Finally, at level 20, you gain three additional attacks, meaning you can attack four times with one attack action.
Tactical Master
Level: Nine
Whenever you attack with a weapon you’ve mastered, you can replace its Mastery property with Push, Sap, or Slow for that attack.
Studied Attacks
Level: 13
If you miss an attack roll against a creature, you have advantage on your next attack roll against them before the end of your next turn.
Epic Boon
Level: 19
Every class now gets an Epic Boon at the 19th level, a reward once exclusive to 20th-level characters during high-level adventures. Check out our 2024 DnD feats table to see what Epic Boons fit your playstyle best.
Overall, the Fighter class became more versatile in 2024 thanks to several new features and the expansion of staples like Second Wind. Hopefully, these changes silence the criticisms of martials as a ‘boring’ class, although it’s never been boring to stab things in a cool way.
If you’re undecided on whether to try out the new version of Dungeons and Dragons, check out our full DnD 2024 Player’s Handbook review for our thoughts on all the new rules. We also have dedicated guides on a bunch of the shiny new mechanics – from the DnD 2024 backgrounds to the new rules for DnD tools and crafting.