A Deep Dive into the 2024 Player's Handbook: Fighter Class Upgrades and Insights

 

Last week, we got our first look at the 2024 Player’s Handbook. The Dungeons and Dragons team has been recording regular streams discussing the updates, with a focus on the first book to be released: the Player’s Handbook (PHB). Besides a general look at what is new in the PHB, the trio have also started putting out videos on each of the core classes that will be found in this book. These videos give us an idea of what new features each class will have, and the general reasoning on why that choice was made. I am looking at each of these videos, their write-ups, and giving my thoughts on them. This week, we start off with the Fighter class.

Art by Nestor Ossandion Leal

Quick Glance

  • Fighting Styles: Increased flexibility with options from Tasha’s Cauldron of Everything, allowing changes at every level.

  • Second Wind: Overhauled for multiple uses and tactical applications, enhancing durability and utility.

  • Weapon Mastery: Adds strategic combat options, though not exclusive to Fighters.

  • New Abilities:

    • Tactical Mind (Level 2): Out of Combat Utility for Second Wind

    • Tactical Shift (Level 5): Improves combat maneuverability.

  • Subclasses (Level 3): Includes Battlemaster, Champion, Eldritch Knight, and Psi Warrior.

  • Advanced Features:

    • Indomitable (Level 9): Enhanced re-roll bonuses

    • Tactical Master (Level 9): Flexible Weapon Mastery.

    • Studied Attacks (Level 13): Grants advantage on attacks after a miss.

    • Epic Boons (Level 19): Introduces powerful feats with significant benefits.

  • Strengths: Improved utility (both combat and out of combat), durability, and strategy.

  • Weaknesses: Multiple uses for one ability may affect resource management on long adventuring days, and Weapon Mastery needs more Fighter-specific enhancements.


Fighter Class Overview

As both Crawford and Perkins agreed on, the fighter class is foremost supposed to represent the master martial fighter. However, the 2014 Fighter lacked in a few areas, and fell behind when compared to other classes. So the goal here was to increase in-combat and out-of-combat utility for the class while maintaining the low level of complexity provided by the core class. According to this interview, the Fighter and Ranger are the classes that got the most added to them. So let’s look at the new options!



Fighter Class Changes




Fighting Styles




Starting off at first level, we have a variety of changes. Starting off, we see that the 2024 PHB Fighting Styles will include all the options introduced from Tasha’s Cauldron of Everything (TaCoE). Every time a character gains a Fighter level, they can replace these Fighting Styles, allowing for a lot more flexibility.





I like the idea that the Fighter can adjust to various situations. Comparisons between Fighters and Wizards often highlight that both should be masters in their form of combat, with inherent flexibility. Giving the ability to change fighting styles feels right. I do, however, wish there was a way to do it more frequently. To me, every level feels slow, but I also do not think changing over a Long Rest would make sense. I think the 5E system itself lacks a way to track time between those two periods easily, and that is where the problem comes in. I imagine that if a DM has their characters level up after each adventure, that change might be enough for the Fighter to feel like they can adapt better.



Second Wind



Second Wind has also gotten an overhaul, starting at first level as well. Previously, Fighters got a single use of Second Wind per Short Rest. Now, Fighters start with two uses of Second Wind, and regain a single use on a Short Rest. This amount will increase as the fighter levels up, though the amount regained on a Short Rest remains one. This especially helps with some of the new features tied to Second Wind.



This makes fighters more durable, relying less on Short Rests to stay in the fight. However, it remains to be seen if the additional uses of Second Wind will balance out with the new features. However, it remains uncertain whether the additional uses of Second Wind will balance out with all the new features that fighters can apply it to. One concern I have is that with the addition of Tactical Shift and Tactical Mind (talked about below) that Second Winds will be in short supply on longer adventuring days.



Weapon Mastery



As we have seen since early in the Unearthed Arcana, Weapon Mastery will be one of the key pieces of a Fighter’s set of tools in combat. These provide extra abilities for martial fighters, such as causing damage on a miss or imposing disadvantage on attack rolls. At level 1, fighters choose three weapons and gain access to these mastery properties. 



I like the Weapon Mastery properties and think they add a valuable element for martial characters.It makes them less reliant on magic weapon, now giving each weapon an extra way of interacting in combat. These remind me of the engaging Weapon Actions from Baldur’s Gate 3.



My biggest frustration with Weapon Mastery is that it was pushed as the ultimate fix for Fighters. Originally, it felt like this would be a Fighter-only feature, and now has expanded to being usable by most martial characters. Now it’s true that fighters get an extra weapon mastery and further abilities involving it as they level up, but it just feels like this significant feature is a more general combat improvement than it is a fighter improvement.



Level 2: Tactical Mind



While not a lot of changes at second level, we get a new use for Second Wind in Tactical Mind. Now, Fighters can expend a use of Second Wind to add 1d10 to a failed ability check. The use of Second Wind is only spent if the new value of the roll is a success. Failures cost nothing! This gives Fighters out of combat utility, so they can perform better on days when an adventuring party is off the battlefield.



One of the biggest struggles I see with fighter player characters is finding a place outside of combat. While fighters can excel in combat, often they would lack in any core class features to provide them utility off the battlefield. Tactical Shift gives them an ability, one that does not consume resources if it fails. So I think it provides a nice bonus. 



I was hoping to see this ability get additional features tied to it as the fighter leveled up, but this is a kind of where the features start and end. Maybe some additional bonuses, or other ways to use it out of combat. As it stands, this is the only core feature for the fighter added to help outside of combat. So it feels less like a fix, and more like a bandaid.



Level 3: Subclasses



Like previously, Fighters will get their subclass, or Martial Archetype, at level 3. The new 2024 PHB will contain the following subclasses:



  • Battlemaster: Updates with the maneuvers from TaCoE, and some revised maneuvers as well.

  • Champion

  • Eldritch Knight

  • Psi Warrior




I think this is a solid set of fighter subclasses to provide for the 2024 PHB. People regard Champion as the simpler option, with the other options having varying degrees of complexity added to them through additional features or spell-casting. As someone who regularly plays Battlemaster, I am glad to see it return to 2024.

Art by Katerina Ladon





Level 5: Tactical Shift





At level 5, besides the Extra Attack that most martial characters get, Fighters will now gain access to Tactical Shift. An additional ability added onto Second Wind, fighters can now move up to half their speed as part of the Bonus Action, not provoking Attacks. This allows a fighter to make a crucial maneuver during a battle, potentially protecting them or an ally with the move.





Our third addition to the Second Wind feature, and I really like what this ability can do now. In combat, a fighter can now regain hit points and maneuver themselves in combat. Since you can use your Second Wind in between the attacks granted by the fighter’s Extra Attack feature, it builds into that flexibility on the battlefield. My only concern, as I mentioned above, is that it will cause fighters to run out of Second Wind prematurely, leaving them unable to use these useful new features.





Level 9: Indomitable and Tactical Master





At level 9 the Fighter gets two features, one existing feature that is adjusted and one brand new one: Indomitable and Tactical Master





Indomitable





Returning from the 2014 Class, Indomitable has had a small facelift. Now this feature gives a re-roll that adds a bonus equal to your total fighter level. So upon reaching this, you re-roll your saving throw with a +9.





This is a nice bonus, and I think it provides the fighter with an almost guaranteed way to pass a saving throw, representing the inherent resilience of a martial expert. Re-rolling with a bonus that starts at a +9 could be equivalent to Advantage and then some in game mechanic terms.





Tactical Master





Fighters now get to flex their expertise of the Weapon Mastery feature with the feature Tactical Master. With this ability, a fighter can choose to swap out their chosen Weapon Mastery feature with the Push, Sap, or Slow feature instead. This allows a fighter to have a key set of abilities prepared if need be.





I have mixed opinions on this. This feature on its own looks to be very useful. By doing this, Fighters essentially gain the ability to move, slow down, or impose disadvantage on their attack, effectively granting them smaller versions of Ray of Frost, Vicious Mockery, and the Thunderwave spell with no cost. This is going to allow a fighter to have a much easier time exerting control over the battlefield, either hampering an enemy or helping an ally.





Going back to my previous frustration with Weapon Mastery, it feels like Tactical Master and the addition Weapon Mastery learned are the only extra elements fighters get from the new Weapon Mastery feature over other characters. So while this is a very useful ability, I think it’s limited. Perhaps if fighters got some other improvement to Weapon Mastery features at this level, either an increase in effect, additional effect, or additional features, it would feel more like they have skills that the other core classes do not.





Level 13: Studied Attacks





At level 13, Fighters get what might be my favorite new feature: Studied Attacks. If a fighter makes an attack against a creature and misses, the next attack the fighter makes has Advantage (lasting until the end of their turn).





I really like this ability, and it makes use of one of the fighter features I do not like: the massive amount of attacks a fighter ends up with by level 20. Now even misses provide something. Add this into something like the Graze Weapon Mastery, and fighters will have a better damage output moving forwards. I wish this was some sort of cumulative, short-term bonus that fighters could get added to their Bonus. Maybe consecutive attacks could have a bonus that increases, but only lasts until the end of the player character’s turn. It would not make it easier for a fighter to score a Critical Hit, but it would ensure a more consistent stream of damage.





Level 19: Epic Boons





At level 19, Fighters (and all other classes) get access to an Epic Boon: a new type of feat that is introduced in the 2024 PHB. These feats offer powered-up benefits compared to other features, such as being able to increase your ability score to a Maximum of 30.





I think Epic Boons are an interesting addition to the game, and prefer where they ended up. Previously, these would have been the capstone for each class at level 20, and it felt lackluster. Providing it at level 19 avoids this and provides a nice bonus for characters that reach this high.





Overall Thoughts





I think the Fighter got a decent amount of upgrades in the 2024 PHB that seems to make the class more in line with the others in terms of utility in combat. Second Wind’s increased reservoir and additional abilities means it goes from just healing a player character to provide movement when a fighter may need it most. Indomitable’s increase in power also does a good job at making sure fighters will pass those saving throws they need to. Off the battlefield we see the core fighter class providing new utility through the Tactical Mind feature, which is a pleasant addition. The ability not expending a use of Second Wind on a failure is a nice bonus too, and should encourage fighters to use it.





I do, however, think that these changes have some shortcomings. The additions to Second Wind are nice, but ultimately I worry a fighter will find themselves out of uses on long adventuring days. I wonder if they should get a few more uses of Second Wind at Higher Levels, or a way to recharge all of them once per day. Weapon Mastery, while useful, feels like an ability that fighters are better at. The additional Weapon Mastery learned is nice, but I don’t know how that will translate at the table, and if player characters will cycle through weapons more often to use those abilities. I kind of wish fighters got a Tier 3 or Tier 4 increase in power for Weapon Mastery, really setting them apart from the rest.





Photo by Michal K

Conclusion





The updates to the Fighter class in the 2024 Player’s Handbook bring a host of valuable changes that enhance the class's versatility and overall utility. The inclusion of Fighting Styles from Tasha’s Cauldron of Everything and the ability to change them at each level provides Fighters with a newfound adaptability, aligning them more closely with other flexible classes like Wizards. The overhaul of Second Wind, with multiple uses and new tactical applications, significantly boosts the Fighter’s durability and strategic options both in and out of combat. Weapon Mastery introduces a fresh layer of strategic depth to combat, although it feels more like a general improvement for all martial classes rather than a Fighter-specific enhancement. Features like Tactical Mind and Tactical Shift add much-needed out-of-combat utility and strategic movement options, addressing previous gaps in the Fighter’s toolkit. Despite these enhancements, there are concerns about resource management on longer adventuring days and the need for more exclusive benefits to truly set Fighters apart from other martial classes. Overall, the updates provide a solid foundation that makes the Fighter a more versatile and formidable option, with room for further refinement to perfect its balance and utility in the new edition.