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Fighter Guide: D&D 2024
dnd 2024

Fighter Guide: D&D 2024

10 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >D&D 2024
  3. >Character Guides
  4. >Fighter Guide: D&D 2024

The short answer

The D&D 2024 Fighter is a Strength- or Dexterity-based martial class that combines Weapon Mastery, repeatable Second Wind uses, and Action Surge. The 2024 Player's Handbook provides Battle Master, Champion, Eldritch Knight, and Psi Warrior, while the approved expansion corpus adds Arcane Archer and Banneret.

The D&D 2024 Fighter is a full martial class. Weapon Mastery changes how your weapons behave, Second Wind helps in and out of combat, and Action Surge remains the class's sharpest burst tool. The big early choice is simple: build around Strength for armor and heavy weapons, or Dexterity for ranged attacks, Finesse weapons, and initiative.

On this page

  • Fighter basics
  • Ability scores follow your job
  • Your level-1 tools
  • The Fighter's level progression
  • Choose a core Fighter subclass
  • Battle Master
  • Champion
  • Eldritch Knight
  • Psi Warrior
  • Approved expansion archetypes
  • Arcane Archer
  • Banneret
  • Class Feats
  • Related D&D 2024 guides

Choose your weapons with purpose. A Fighter can change one Weapon Mastery choice after a Long Rest, so the class rewards a small working set of weapons rather than loyalty to a single favorite.

Samira Khoury demonstrates shield spacing to Dain Rook during a desert-city watch-yard drill

Fighter basics

TraitWhat it means
Hit Point Died10 per Fighter level.
Primary abilityStrength or Dexterity.
Saving throw proficienciesStrength and Constitution.
Armor trainingLight, Medium, and Heavy armor, plus Shields.
Weapon proficiencySimple and Martial weapons.
SkillsChoose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival.

Strength is the natural choice for a Heavy armor character using weapons such as a greatsword, maul, or polearm. Dexterity fits a longbow, rapier, or two-weapon build. Constitution matters for every Fighter, but it should not take priority over the ability score used for your attacks.

Ability scores follow your job

AbilityWhen it mattersBuild consequence
StrengthMelee attacks with most non-Finesse weapons and a Heavy armor weapon planMake it your main score for a great weapon, shield, or polearm Fighter.
DexterityRanged attacks, Finesse weapons, initiative, and lighter armorMake it your main score for an archer, rapier user, or two-weapon Fighter.
ConstitutionHit Points and Constitution saving throwsImprove it after your attack ability is reliable, especially if you expect to hold the front line.
IntelligenceEldritch Knight spells, Psi Warrior features, and Arcane Archer shot uses and save DCsDo not leave it as a flavor score for one of those archetypes.
CharismaBanneret ally recovery and social featuresIt is a useful secondary score for a Banneret, not a default Fighter requirement.

Your level-1 tools

Fighting Style gives you one Fighting Style feat. The rules let you replace that feat whenever you gain a Fighter level, so it is reasonable to change direction if the weapon plan stops fitting the campaign.

FeatureBest useRules consequence
Fighting Style ●Defining your usual weapon and armor planYou gain one Fighting Style feat at level 1 and can replace it when you gain a Fighter level.
Second Wind ●Staying in a fight or rescuing a failed ability checkIt heals 1d10 + Fighter level as a Bonus Action. You begin with two uses and recover one on a Short Rest.
Weapon Mastery ●Giving your weapon attacks a job beyond damageChoose three Simple or Martial weapon kinds at level 1. After a Long Rest, change one choice.

Hot Take: The best Weapon Mastery plan is usually a backup weapon, not a universal "best" property. A Fighter who can switch from a weapon that helps against one durable target to one that controls a crowded battlefield has more useful turns than a character chasing a single damage routine.

For property and weapon details, use the D&D 2024 Weapon Mastery guide. The key restriction is easy to miss: a Long Rest lets you change one mastered weapon choice, not your whole list.

The Fighter's level progression

LevelFeatureWhy it changes play
2Action Surge and Tactical MindAction Surge grants one additional action on your turn, except the Magic action. Tactical Mind can turn a failed ability check into a success by spending Second Wind.
3Fighter subclassChoose one of the core subclasses below; the approved expansion options are covered after them.
4, 6, 8, 12, 14, and 16Ability Score Improvement featFighters get six opportunities to improve an ability score or take a feat, so each choice can reinforce the weapon plan rather than patching an unrelated weakness.
5Extra Attack and Tactical ShiftYou attack twice with the Attack action. When you activate Second Wind with a Bonus Action, Tactical Shift lets you move up to half your Speed without provoking Opportunity Attacks.
9Tactical Master and IndomitableTactical Master can replace a mastered weapon property with Push, Sap, or Slow for an attack. Indomitable rerolls a failed save with a bonus equal to your Fighter level.
11Two Extra AttacksYou make three attacks when you take the Attack action.
13Studied AttacksMissing a creature gives you Advantage on your next attack against it before the end of your next turn.
17Action Surge improvementYou have two Action Surge uses between rests, although only one can be used on a turn.
20Three Extra AttacksYou make four attacks when you take the Attack action.

Weapon Mastery choices increase to four at level 5, five at level 9, and six at level 17. Second Wind reaches three uses at level 5 and four at level 9. Indomitable gains additional uses at levels 13 and 17.

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Choose a core Fighter subclass

The 2024 Player's Handbook has four Fighter subclasses. Each creates a different play style and resource load.

Battle Master

Battle Master is for players who want a menu of tactical responses. At level 3, you learn three maneuvers and gain four d8 Superiority Dice, which return after a Short or Long Rest. Many maneuvers add damage, but their more interesting jobs include repositioning an ally, protecting someone, making an enemy drop an item, or changing an attack roll.

Your maneuver save DC uses your choice of Strength or Dexterity modifier. That makes Battle Master workable for either main attack ability. Choose it when you enjoy deciding which maneuver fits the moment and want a resource that comes back during the adventuring day.

Champion

Champion is the lowest-tracking choice. It expands weapon and Unarmed Strike critical hits to 19-20 at level 3, gives Advantage on Initiative and Athletics checks, and lets you move after a critical hit without provoking Opportunity Attacks. Later features add another Fighting Style, Heroic Inspiration at the start of combat turns when you do not already have it, an 18-20 critical range, and recovery when Bloodied.

Choose Champion when you want dependable passive benefits, athletic strength, and few new buttons. It does not require a separate resource pool to stay useful.

Eldritch Knight

Eldritch Knight adds Wizard spellcasting and uses Intelligence for those spells. Its prepared spells come from the Wizard spell list; they are not restricted to two schools. The subclass also bonds weapons, gains more cantrips, and changes the Attack action over time: at level 7, War Magic can replace one attack with an action Wizard cantrip, and at level 18 it can replace two attacks with an action level 1 or 2 Wizard spell.

The subclass works best when you are ready to invest in Intelligence and manage spells alongside weapons. At level 10, a weapon hit can impose Disadvantage on a target's next saving throw against one of your spells, which rewards planning the order of your attacks and spells.

Psi Warrior

Psi Warrior uses Intelligence and Psionic Energy Dice for a defensive reaction, extra Force damage on one weapon hit each turn, and telekinetic movement. The dice return one at a time on a Short Rest and all at a Long Rest. Later features add short bursts of flight, a push-or-prone option after Psionic Strike, Psychic resistance, protective cover for allies, and a special Telekinesis use.

Choose Psi Warrior for a martial character who wants to prevent damage, move allies or objects, and create space on the field. Intelligence has real mechanical work here, so do not treat it as a flavor-only score.

Approved expansion archetypes

Two approved expansions add Fighter subclasses beyond the 2024 Player's Handbook. They use the revised class chassis, but their campaign tone differs: Arcane Archer leans into magical marksmanship, while Banneret is built to lead allies. Use the Arcana Unleashed guide or Heroes of Faerun guide when the campaign is deciding whether either source belongs at the table.

ArchetypeSource and roleWhy you might choose it
Arcane Archer ●Arcana Unleashed; magical ranged specialistArcane Shot makes ammunition carry control, scouting, and damage effects.
Banneret ●Heroes of Faerun; martial leaderGroup Recovery and Rallying Surge make the Fighter's existing resources help nearby allies.

Arcane Archer

Arcane Archer is for a ranged Fighter who wants magical ammunition without becoming a spellcaster. At level 3, Arcane Archer Lore grants Arcana and Nature proficiency, while Arcane Shot starts with two options. A shot can be applied once per turn to a hit with any weapon that has the Ammunition property, so the subclass is not confined to a specific bow.

Arcane Shot uses are based on Intelligence modifier, with a minimum of one, and return on a Short or Long Rest. The saving throw DC also uses Intelligence, so a Dexterity archer who ignores Intelligence will get less from its control effects. Choose it for a ranged control and utility theme, not as a substitute for an Eldritch Knight's broader spellcasting.

Banneret

Banneret is a Fighter who spends its existing class resources to rally the group. At level 3, Knightly Envoy brings ritual Comprehend Languages, a flexible language, and a social skill proficiency. Group Recovery lets a Second Wind also restore a modest amount of Hit Points to nearby allies, with the number of allies tied to Charisma.

At later levels, Group Recovery gives allies a short window of Advantage, Action Surge can trigger an ally attack or movement, and Indomitable can rescue an ally's failed saving throw. Banneret asks the Fighter to value Charisma and ally positioning, so it is at its best in a party that can stay within its rally range rather than in a lone-duelist build.

Class Feats

Fighters receive more Ability Score Improvement feats than most classes, so their feat choices shape the build. Start with Best Feats for Fighter, then decide whether an ability-score increase or a feat better supports your weapon plan.

In a party, a Fighter can hold a front line, deliver ranged pressure, protect allies through positioning, or control space with weapon properties and subclass features. State the job you want before choosing a Fighting Style and weapon set. That makes later feat and Mastery decisions easier to evaluate.

Related D&D 2024 guides

Return to the D&D 2024 class guide hub to compare every class. Fighters also pair naturally with the Barbarian guide, Paladin guide, Ranger guide, and Rogue guide when you are deciding how a martial party will divide its jobs.

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