Overview
At a glance
- Hit die
- d10
- Saving throws
- Str, Con
- Primary ability
- Strength or Dexterity
- Armor
- All armor, Shields
- Difficulty
- Easy
- SRD subclass
- Champion
StrikerTankArcher
Role ratings
Damage
Control
Survival
Utility
Party support
The fighter is the best weapon user in the game. You get the most weapon masteries, the most feats, every armor, and more attacks than anyone else: two at level 5, three at 11 and four at 20.
Action Surge
Action SurgeLevel 2 featureYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. gives you a whole extra action, and
Second Wind
Second WindLevel 1 featureYou have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. heals you without a spell slot.
The 2024 fighter also got tools for outside combat.
Tactical Mind
Tactical MindLevel 2 featureYou have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. spends a use of Second Wind to rescue a failed ability check, so the party's fighter is no longer only good when swords are out.
Thrain's take
Every party I have run for was better with a fighter in it. Not because the fighter did anything clever, but because it did the same thing well every round and never ran out. Pick your masteries with care, save Action Surge for the turn it ends the fight, and let the casters worry about everything else.
Strengths
- Most attacks in the game, plus
Action Surge
Action SurgeLevel 2 featureYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. for a burst turn - Three weapon masteries at level 1, rising to six
- Seven feats or Ability Score Improvements over 20 levels
- All armor and shields, so high AC from level 1
Weaknesses
- No spellcasting or magical utility in the Champion
- Damage is steady rather than explosive
- Few ways to help the party outside fights
- The Champion has few choices each turn, which some players find dull
Ability Scores
Strength or Dexterity, then Constitution. Pick one attack score: Strength for heavy armor and two-handed weapons, Dexterity for bows and finesse weapons. Constitution comes next for hit points. A heavy armor fighter can leave Dexterity low; a Dexterity fighter can leave Strength low. Wisdom helps your saves and Perception.
In the 2024 rules your ability score increases come from your background. With the standard array and the Soldier background (+2 Str, +1 Con), assign 15 Str, 14 Con, 13 Wis, 12 Dex, 10 Cha and 8 Int, and you start with:
17STR
12DEX
15CON
8INT
13WIS
10CHA
Chain mail and the Defense fighting style put you at AC 17 from level 1. The fighter gets extra Ability Score Improvements at levels 6 and 14, so you can reach 20 Strength by level 6 and still have room for feats.
Best Species for a Fighter
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Human
Versatile adds a second Origin feat and Resourceful gives Heroic Inspiration every morning. A fighter uses feats better than anyone.
Legendary
Goliath
Giant Ancestry adds extra damage, a teleport or damage reduction. With several attacks a turn you always have a hit to put Fire's Burn or Hill's Tumble on.
Legendary
Orc
Adrenaline Rush closes the gap to an archer with a Bonus Action Dash and Temporary Hit Points. Relentless Endurance keeps you up once a day.
Epic
Dwarf
Extra hit points every level, poison resistance and 120-foot Darkvision. A sturdy front-liner.
Epic
Elf (Wood Elf)
A Dexterity archer with 35-foot speed, Perception and a free Pass without Trace at level 5.
Rare
Halfling
Luck rerolls 1s, which matters more when you attack four times a turn. Small size no longer stops you using Heavy weapons in 2024.
Rare
Dragonborn
Breath Weapon replaces one attack, so it gets better with Extra Attack. Flight at level 5 helps a melee fighter reach flying enemies.
Rare
Tiefling
A damage resistance and some free spells. Nothing that changes how a fighter plays.
Uncommon
Gnome
Gnomish Cunning helps against mental saves, the fighter's weak spot. The lineage spells add little.
Uncommon
Best Backgrounds
S
Soldier
Strength, Dexterity and Constitution increases, Athletics and Intimidation, and Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.. Built for this class.
Legendary
C
Criminal
Dexterity and Constitution increases and AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll., plus Stealth. The pick for an archer or finesse fighter.
Epic
S
Sage
Constitution and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. for a couple of cantrips. Better if you plan an Intelligence subclass from the Player's Handbook.
Uncommon
A
Acolyte
No physical ability increases.
Common
Best Feats
Origin feats (level 1)
S
Savage Attacker
Roll weapon damage twice and keep the better result, once per turn.
Epic
A
Alert
Proficiency Bonus to initiative and the option to swap places in the order with an ally.
Epic
T
Tough (Player's Handbook)
Two extra hit points per level. Not in the free rules.
Rare
General feats (level 4+)
A
Ability Score Improvement
Your attack score to 20 by level 6. Do this before other feats.
Legendary
G
Great Weapon Master (Player's Handbook)
Adds your Proficiency Bonus to damage when you hit with a Heavy weapon. The fighter's attack count makes it worth more here than anywhere. Not in the free rules.
Legendary
S
Sharpshooter (Player's Handbook)
Ignore cover and fire at long range without Disadvantage. The archer's main feat. Not in the free rules.
Epic
P
Polearm Master or Sentinel (Player's Handbook)
The classic pair for a fighter who holds a line with a Glaive, Halberd or Spear. Not in the free rules.
Epic
G
Grappler
Advantage on attacks against a creature you hold, and you drag it without slowing down if it is your size or smaller.
Rare
Epic boons (level 19)
B
Boon of Combat Prowess
Once per round, turn a miss into a hit. With four attacks a turn, one of them almost always misses.
Legendary
B
Boon of Irresistible Offense
Your bludgeoning, piercing and slashing damage ignores Resistance.
Epic
Subclass: Champion
The Champion is the fighter subclass in the free 2024 rules. It has no resources to track: you crit more often, act first, and stay standing longer.
Improved CriticalLEVEL 3
Critical hits on a 19 or 20. Every attack you make has a better chance to roll double damage dice.
Remarkable AthleteLEVEL 3
Advantage on initiative and Athletics checks. After a critical hit, move up to half your Speed without provoking Opportunity Attacks.
Additional Fighting StyleLEVEL 7
A second Fighting Style feat. Defense is the safe pick for most builds.
Heroic WarriorLEVEL 10
In combat you gain Heroic Inspiration at the start of your turn if you do not have it. A free reroll every round, so spend it.
Superior CriticalLEVEL 15
Critical hits on an 18, 19 or 20.
SurvivorLEVEL 18
Advantage on Death Saving Throws, and while you are Bloodied you regain hit points at the start of each of your turns.
The 2024 Player's Handbook also has the Battle Master, Eldritch Knight and Psi Warrior. They are not in the free rules, so this guide does not cover them.
Fighting Styles and Weapon Masteries
In 2024 a
Fighting Style
Fighting StyleLevel 1 featureYou have honed your martial prowess and gain a Fighting Style feat of your choice (see "Feats"). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat. is a feat. You pick one at level 1 and can swap it each time you gain a fighter level. The Champion adds a second at level 7.
Fighting styles
D
Defense
+1 AC while wearing armor. Never wrong, and the recommended pick for a first fighter.
Epic
A
Archery
+2 to hit with Ranged weapons. The best style if you use a bow.
Legendary
G
Great Weapon Fighting
Treat any 1 or 2 on a damage die as a 3 with a two-handed weapon. A small, steady boost.
Rare
T
Two-Weapon Fighting
Add your modifier to the extra Light weapon attack. Combine with the Nick mastery so the extra attack does not cost your Bonus Action.
Rare
D
Dueling (Player's Handbook)
+2 damage with a one-handed weapon and nothing in the other hand except a shield. The sword and board pick. Not in the free rules.
Epic
Weapon Mastery
Weapon MasteryLevel 1 featureYour training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. gives the fighter three masteries at level 1, four at 4, five at 10 and six at 16. You can swap one after each Long Rest. Carry a weapon for each job.
Best masteries for a fighter
T
Topple (Maul, Battleaxe, Quarterstaff)
On a hit the target makes a Constitution save or falls Prone. Your remaining melee attacks that turn have Advantage, and so do your allies next to it.
Legendary
G
Graze (Greatsword, Glaive)
A miss still deals damage equal to your attack modifier. With many attacks a turn, it adds up.
Epic
S
Sap (Longsword, Mace, Spear)
The target has Disadvantage on its next attack. The best defensive mastery for a sword and shield fighter.
Epic
V
Vex (Shortsword, Rapier, Shortbow, Hand Crossbow)
A hit that deals damage gives Advantage on your next attack against that target.
Epic
S
Slow (Longbow, Light Crossbow)
A hit cuts the target's Speed by 10 feet. Keeps melee enemies away from an archer.
Rare
P
Push (Warhammer, Pike, Heavy Crossbow)
Shove a Large or smaller target 10 feet away. Great near ledges, fires and Spike Growth.
Rare
Action Surge. Use it on the turn it decides the fight: when the enemy leader is in reach, or when a caster is concentrating on something that will hurt your party. It returns on a Short Rest, so use it in every real fight.
Second Wind. It is a Bonus Action with several uses that come back on rests, so spend it whenever you are hurt and your Bonus Action is free instead of saving it for an emergency. From level 5,
Tactical Shift
Tactical ShiftLevel 5 featureWhenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks. lets you move half your Speed with it without provoking Opportunity Attacks. From level 9,
Tactical Master
Tactical MasterLevel 9 featureWhen you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack. lets any weapon whose mastery you know use Push, Sap or Slow instead of its own.
Fighter Builds
Beginner friendlyThe Greatsword Champion
- Species
- Human (Versatile: AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Background
- Soldier (Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.)
- Fighting style
- DefenseDefenseFighting Style featWhile you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
- Weapons
- Greatsword (Graze), Maul (Topple), Javelins
17STR
12DEX
15CON
8INT
13WIS
10CHA
Heavy armor, a greatsword that hurts even when it misses, and a maul for enemies you want on the floor. Crits on 19 and 20 from level 3.
Build this fighter
Free to start. No card needed.
RangedThe Wood Elf Archer
- Species
- Elf (Wood Elf lineage)
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Fighting style
- ArcheryArcheryFighting Style featYou gain a +2 bonus to attack rolls you make with Ranged weapons.
- Weapons
- Longbow (Slow), Shortsword (Vex), Scimitar (Nick)
12STR
17DEX
15CON
8INT
13WIS
10CHA
Fires from the back with +2 to hit and slows anything that charges. Keeps a pair of light blades for when something gets close.
Build this fighter
Free to start. No card needed.
Fighter Features by Level
| Lvl | PB | Features |
Second Wind | Weapon Mastery |
| 1 |
+2 |
Fighting Style Fighting StyleLevel 1 featureYou have honed your martial prowess and gain a Fighting Style feat of your choice (see "Feats"). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind Second WindLevel 1 featureYou have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice.
Weapon Mastery Weapon MasteryLevel 1 featureYour training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
|
2 |
3 |
| 2 |
+2 |
Action Surge Action SurgeLevel 2 featureYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind Tactical MindLevel 2 featureYou have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success.
|
2 |
3 |
| 3 |
+2 |
Fighter SubclassFighter SubclassLevel 3 featureYou gain a Fighter subclass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels.
Improved Critical Improved CriticalLevel 3 featureYour attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Remarkable Athlete Remarkable AthleteLevel 3 featureThanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
|
2 |
3 |
| 4 |
+2 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
|
3 |
4 |
| 5 |
+3 |
Extra Attack Extra AttackLevel 5 featureYou can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift Tactical ShiftLevel 5 featureWhenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
|
3 |
4 |
| 6 |
+3 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
|
3 |
4 |
| 7 |
+3 |
Additional Fighting Style Additional Fighting StyleLevel 7 featureYou gain another Fighting Style feat of your choice.
|
3 |
4 |
| 8 |
+3 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
|
3 |
4 |
| 9 |
+4 |
Indomitable IndomitableLevel 9 featureIf you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master Tactical MasterLevel 9 featureWhen you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
|
3 |
4 |
| 10 |
+4 |
Heroic Warrior Heroic WarriorLevel 10 featureThe thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
|
4 |
5 |
| 11 |
+4 |
Two Extra AttacksTwo Extra AttacksLevel 11 featureYou can attack three times instead of once whenever you take the Attack action on your turn.
|
4 |
5 |
| 12 |
+4 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
|
4 |
5 |
| 13 |
+5 |
Indomitable IndomitableLevel 9 featureIf you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Studdied Attacks Studdied AttacksLevel 13 featureYou study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
|
4 |
5 |
| 14 |
+5 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
|
4 |
5 |
| 15 |
+5 |
Superior Critical Superior CriticalLevel 15 featureYour attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
|
4 |
5 |
| 16 |
+5 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
|
4 |
6 |
| 17 |
+6 |
Action Surge Action SurgeLevel 2 featureYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Indomitable IndomitableLevel 9 featureIf you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
|
4 |
6 |
| 18 |
+6 |
Survivor SurvivorLevel 18 featureYou attain the pinnacle of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Heroic Rally.
|
4 |
6 |
| 19 |
+6 |
Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
|
4 |
6 |
| 20 |
+6 |
Three Extra Attacks Three Extra AttacksLevel 20 featureYou can attack four times instead of once whenever you take the Attack action on your turn.
|
4 |
6 |
Leveling Your Fighter, 1 to 20
Fighting Style: Defense, or Archery for a bow fighter. Second Wind and Weapon Mastery with three weapons, such as Greatsword, Maul and Longbow.
Action Surge and Tactical Mind. Spend a Second Wind use to rescue a failed check that matters.
Choose Champion: Improved Critical and Remarkable Athlete.
Ability Score Improvement: +2 to your attack score. A fourth weapon mastery and a third Second Wind.
Extra Attack and Tactical Shift. Your damage roughly doubles.
Ability Score Improvement: attack score to 20, or a damage feat like Great Weapon Master if you have the Player's Handbook.
Additional Fighting Style: take Defense if you started with something else.
Another feat. Sentinel, Polearm Master or Sharpshooter from the Player's Handbook, or Constitution if you play the free rules.
Indomitable rerolls a failed save with a bonus equal to your fighter level. Tactical Master gives you Push, Sap or Slow on any mastery weapon.
Heroic Warrior: a free reroll every round of combat. A fifth weapon mastery.
Two Extra Attacks at 11: three attacks per Attack action. Studied Attacks at 13 gives Advantage after a miss, and Indomitable gets a second use. Feats at 12 and 14.
Superior Critical at 15 (crit on 18 to 20). A sixth mastery and a feat at 16. A second Action Surge and third Indomitable at 17. Survivor at 18, Boon of Combat Prowess at 19, and Three Extra Attacks at 20: four attacks per Attack action.
Fighter FAQ
Is the fighter good in D&D 2024?
Yes. Weapon Mastery, Tactical Mind and more Second Wind uses made the 2024 fighter one of the strongest classes in the game, and it is still the easiest to learn.
What is the best species for a fighter in D&D 2024?
Human and Goliath. Human gives an extra Origin feat and daily Heroic Inspiration. Goliath adds damage or damage reduction and can grow Large. Orc and Dwarf are close behind.
What is the best fighting style in D&D 2024?
Archery for a bow fighter and Defense for everyone else. Dueling, from the Player's Handbook, is the best damage style for a fighter with a sword and shield.
What are the best weapon masteries for a fighter?
Topple, Graze and Sap or Vex. Topple sets up Advantage for you and your allies, Graze adds damage on misses, and Sap or Vex cover defense and accuracy.
Is the Champion a good subclass in 2024?
Yes, especially for new players. It crits on 19 and 20 from level 3, gets Advantage on initiative, and gives itself Heroic Inspiration every round from level 10.
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This guide includes material from the System Reference Document 5.2
by Wizards of the Coast LLC, licensed under the
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