Verdict
A great first character and still great at level 20. The 2024 changes made the Fighter much better: three weapon masteries from level 1, Second Wind with several uses, and Tactical Mind to help with skill checks. If you want simple turns that hit hard, start here.
Class basics
| Hit die | d10 |
|---|---|
| Primary ability | Strength or Dexterity |
| Saving throws | Strength and Constitution |
| Armor | Light, medium and heavy armor; shields |
| Weapons | Simple and martial |
| Spellcasting | None (the Eldritch Knight subclass adds wizard spells) |
Features by level
| Level | Features |
|---|---|
| 1 | Fighting Style, Second Wind, Weapon Mastery |
| 2 | Action Surge (one use), Tactical Mind |
| 3 | Fighter subclass |
| 4 | Ability Score Improvement |
| 5 | Extra Attack, Tactical Shift |
| 6 | Ability Score Improvement |
| 7 | Subclass feature |
| 8 | Ability Score Improvement |
| 9 | Indomitable (one use), Tactical Master |
| 10 | Subclass feature |
| 11 | Two Extra Attacks |
| 12 | Ability Score Improvement |
| 13 | Indomitable (two uses), Studied Attacks |
| 14 | Ability Score Improvement |
| 15 | Subclass feature |
| 16 | Ability Score Improvement |
| 17 | Action Surge (two uses), Indomitable (three uses) |
| 18 | Subclass feature |
| 19 | Epic Boon |
| 20 | Three Extra Attacks |
Fighters also get two extra Ability Score Improvements (levels 6 and 14), which means room for more feats than any other class.
The features that matter
Second Wind (level 1)
A bonus action heals 1d10 plus your fighter level. You start with two uses, get three at level 4 and four at level 10. One comes back on a short rest and all of them on a long rest.
Action Surge (level 2)
Once per short or long rest you take one extra action on your turn (it can't be the Magic action). Use it on the first turn of a big fight to double your attacks before the enemy can react. You get a second use at level 17.
Tactical Mind (level 2)
When you fail an ability check, you can spend a Second Wind use to add 1d10. If the check still fails, you keep the use. It gives the fighter a real part to play in skill scenes.
Extra Attack (levels 5, 11 and 20)
Two attacks per Attack action at 5, three at 11, four at 20. Every extra attack is another chance to trigger your weapon's mastery.
Indomitable (level 9)
Reroll a failed saving throw and add your fighter level to the new roll. That bonus makes the reroll very likely to succeed against things like a dragon's breath or mind control.
Tactical Master and Studied Attacks (levels 9 and 13)
Tactical Master lets you swap a weapon's mastery for Push, Sap or Slow on any attack. Studied Attacks gives you advantage on your next attack against an enemy you just missed.
Weapon Mastery picks
You can use the mastery property of three weapon types at level 1, four at level 4, five at level 10 and six at level 16. You can change one choice each long rest. Here's what each property does and when to want it.
| Property | Example weapons | What it does | Best for |
|---|---|---|---|
| Cleave | Greataxe, halberd | A melee hit lets you make one more attack against a second enemy next to the first, once per turn | Crowds of weak enemies |
| Graze | Glaive, greatsword | A miss still deals damage equal to your ability modifier | Steady damage every turn |
| Nick | Dagger, scimitar, sickle, light hammer | The extra light-weapon attack happens inside your Attack action, freeing your bonus action | Two-weapon fighting |
| Push | Greatclub, pike, warhammer, heavy crossbow | Shove a Large or smaller target 10 feet away | Pushing enemies into hazards or off allies |
| Sap | Longsword, mace, flail, morningstar, spear, war pick | The target has disadvantage on its next attack | Protecting the party from a big hitter |
| Slow | Club, javelin, sling, whip, light crossbow, longbow | The target's speed drops by 10 feet until your next turn | Ranged builds that want to keep distance |
| Topple | Quarterstaff, battleaxe, maul, trident, lance | The target makes a Constitution save or falls prone | Setting up advantage for melee allies |
| Vex | Shortsword, rapier, handaxe, dart, shortbow, hand crossbow | A hit gives you advantage on your next attack against that target | Fighters with many attacks per turn |
A solid starting trio for a Strength fighter is greatsword (Graze), maul (Topple) and javelin (Slow) for range. For Dexterity, take rapier or shortsword (Vex), scimitar (Nick) and longbow (Slow).
What changed from 2014
- Weapon Mastery is new, and fighters get more masteries than any other class.
- Second Wind has several uses. In 2014 you got one per short rest. Now you start with two and it doubles as fuel for Tactical Mind.
- Tactical Mind, Tactical Shift, Tactical Master and Studied Attacks are new. They give the class options the 2014 Fighter never had.
- Fighting styles are feats. The choices work much as before, but they now sit in the feat list, so other classes can pick them up too.
- Psi Warrior is a core subclass. It joins Battle Master, Champion and Eldritch Knight in the Player's Handbook.
The 2014 fighter's problem was a dull mid-game. The 2024 fighter has something new to use at almost every level.
Subclasses
You pick a subclass at level 3. Only the Champion is in the free SRD; the others are in the 2024 Player's Handbook.
| Subclass | Plays like | Pick it if |
|---|---|---|
| Battle Master | A tactician who spends a pool of dice on maneuvers like trips, disarms and commands | You want choices every turn |
| Champion | Crits on 19 and later 18, better athletics and initiative, and a second fighting style | You want the simplest fighter |
| Eldritch Knight | A warrior with a small set of wizard spells and a bonded weapon | You want a bit of magic with your sword |
| Psi Warrior | A psionic fighter who spends energy dice to shield allies, hit harder and move things with the mind | You want to protect the party |
Champion is the pick for a first character. Battle Master is the pick once you know the rules and want more control.
Building one
- Ability scores: Strength or Dexterity first, Constitution second. Pick one attack stat and commit.
- Fighting Style: Defense for heavy armor and shield, Great Weapon Fighting with a two-hander, Archery for a bow build. Each one is a feat in the 2024 rules.
- Feats: Great Weapon Master or Sharpshooter fit damage builds. Sentinel and Polearm Master suit fighters who guard a doorway.
- Armor: heavy armor for Strength builds, so you can ignore Dexterity entirely.
Don't save Action Surge for the perfect moment. It comes back on a short rest, so use it early in any fight that matters.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.