DnD Fighter 2024

2024 DnD Fighter
Fighters are the backbone of many adventuring parties and armies. They stand at the front lines with unmatched skill in weapons and armor and they understand every part of the battlefield. A Fighter can pick up almost any weapon and use it with expert precision and can wear any armor with full confidence. This broad mastery gives them a strong foundation that few other classes can match.
Each Fighter develops a personal approach to combat as they advance. Some refine their aim and become deadly archers. Others train to fight with two weapons in a fluid and relentless style. Some learn to channel magic that supports their martial skill. No matter the path they choose, Fighters always remain focused on efficiency and readiness.
A well equipped Fighter always has the right tool for the situation. They can shift between tactics with ease and react to dangers faster than most foes can strike. Their blend of discipline, training and quick decision making makes them reliable defenders and powerful attackers. This mix of adaptability and specialization is what defines the Fighter and makes them one of the most capable warriors in DnD 2024.
| Primary Ability | Hit Point Die | Saving Throw Proficiencies | Skill Proficiencies | Weapon Proficiencies | Armor Training | Starting Equipment |
|---|---|---|---|---|---|---|
| Strength or Dexterity | D10 per Fighter level | Strength and Constitution | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival | Simple and Martial weapons | Light, Medium, and Heavy armor and Shields | Choose A, B or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeonneer's Pack, and 11 GP; or (C) 155 GP |
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge (1), Tactical Mind | 2 | 3 |
| 3 | +2 | Fighter Subclass | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Subclass Feature | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable (1), Tactical Master | 3 | 4 |
| 10 | +4 | Subclass Feature | 4 | 5 |
| 11 | +4 | Two Extra Attack | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable (2), Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Subclass Feature | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge (2), Indomitable (3) | 4 | 6 |
| 18 | +6 | Subclass Feature | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attack | 4 | 6 |

Fighter Class Features 2024
Level 1 Character
Pro tip ☞ Before you step onto the battlefield, make sure your character sheet is ready. It’s where you keep track of your abilities, hit points and the features that shape your path as a Fighter.
As you’re becoming a Fighter you:
- Gain all the traits in the Fighter Traits table
- Gain all the Fighter’s Level 1 Features, which are listed in the Fighter Features table
Multiclass Character
When you take your first level in this class, you gain the following:
From the Fighter Traits table you gain:
Hit Point Die
Proficiency with Martial weapons
Training with Light and Medium Armor
Training with Shields
You also gain the 1st-level features shown in the Fighter Features table.

Fighter Progression
Level 1: Fighting Style
You refine your martial skill and gain a Fighting Style feat of your choice. Defense is a common recommendation for new Fighters.
Each time you gain a Fighter level, you may swap the chosen feat for another Fighting Style feat.
Level 1: Second Wind
You draw on a reserve of physical and mental endurance. As a Bonus Action, you regain Hit Points equal to 1d10 plus your Fighter level.
You can use Second Wind twice. You recover one use after a Short Rest and all uses after a Long Rest.
At higher Fighter levels, you gain more uses of this feature as shown in the Second Wind column of the Fighter Features table.
Level 1: Weapon Mastery
Your training gives you access to the mastery properties of three Simple or Martial weapons of your choice. After each Long Rest, you may run weapon drills and change one of these selections.
As you reach higher Fighter levels, you gain access to additional mastery options as indicated in the Weapon Mastery column of the Fighter Features table.
Level 2: Action Surge
You can push past your normal limits for a brief moment. On your turn, you take one additional action, except the Magic action.
After using Action Surge, you must finish a Short or Long Rest before using it again. At level 17, you can use it twice between rests but only once per turn.
Level 2: Tactical Mind
Your sense for tactics helps you overcome difficult situations. When you fail an ability check, you may expend a use of Second Wind to try to succeed. Instead of regaining Hit Points, roll 1d10 and add that number to the check.
If the check still fails, the use of Second Wind is not expended.
Level 3: Fighter Subclass
You choose a Fighter subclass. Options such as Battle Master, Champion, Eldritch Knight and Psi Warrior appear after the class description.
Your subclass provides features at specific Fighter levels and you gain each feature as soon as you reach the required level. You retain all subclass features gained at earlier levels.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat for which you qualify.
You gain this feature again at levels 6, 8, 12, 14 and 16.
Level 5: Extra Attack
When you take the Attack action on your turn, you can attack twice instead of once.
Level 5: Tactical Shift
When you use Second Wind as a Bonus Action, you may move up to half your Speed without provoking Opportunity Attacks.
Level 6: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7: Subclass Feature
You gain a new Subclass Feature
Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: Indomitable
When you fail a saving throw, you may reroll it and add a bonus equal to your Fighter level. You must use the new roll.
You can’t use this feature again until you finish a Long Rest. You can use it twice between Long Rests starting at level 13 and three times between Long Rests starting at level 17.
Level 9: Tactical Master
When you attack with a weapon whose mastery property you can use, you may exchange that property for Push, Sap or Slow for that attack.
Level 10: Subclass Feature
You gain a new Subclass Feature
Level 11: Two Extra Attacks
When you take the Attack action on your turn, you can attack three times instead of once.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13: Indomitable
You can use it twice between Long Rests
Level 13: Studied Attacks
You analyze your enemies in battle. If you make an attack roll against a creature and miss, you gain Advantage on your next attack roll against that creature before the end of your next turn.
Level 14: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15: Subclass Feature
You gain a new Subclass Feature
Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17: Action Surge
you can use it twice between rests but only once per turn.
Level 17: Indomitable
You can use it three times between Long Rests
Level 18: Subclass Feature
You gain a new Subclass Feature
Level 19: Epic Boon
You gain an Epic Boon feat or any other feat for which you qualify. Boon of Combat Prowess is a strong option.
Level 20: Three Extra Attacks
When you take the Attack action on your turn, you can attack four times instead of once.
2024 D&D Fighter Subclasses
In Dungeons and Dragons 2024 edition there are 4 Fighter Subclasses or paths to take:
Battle Master
A strategist who controls the flow of battle through precision maneuvers and tactical superiority.
Champion
A straightforward warrior who relies on physical excellence and improved critical strikes to dominate combat.
Eldritch Knight
A fighter who blends martial skill with arcane magic to enhance offense, defense and versatility.
Psi Warrior
A disciplined combatant who channels psionic energy to strike harder, defend allies and manipulate the battlefield.
