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Nerdarchy > At The Gaming Table  > Steel Reforged: Comparing the 2014 and 2024 Fighter Core Classes
Fighters, D&D

Steel Reforged: Comparing the 2014 and 2024 Fighter Core Classes

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In a world of spellcasters and dragons, the Fighter has always stood as a champion of mastery over arms and tactics. But as One D&D reshapes the core rules, how does the newest iteration of fighterthe Fighter measure up?

While keeping true to the fundamentals—reliable damage, flexibility, and martial dominance—the 2024 Fighter introduces several mechanical evolutions that make the class more active, tactical, and scalable than ever before. Check out the video of us talking about it over on YouTube. Or you can get even more fighter content here.

Let’s break down the mechanical differences between the 2014 and 2024 versions of this iconic class.


1. Fighting Style: Sharpened and Standardized

2014:

  • Gained at Level 1.

  • Choose one from a list of martial styles (e.g., Archery, Defense, Great Weapon Fighting).

  • Passive bonuses, rarely changed or scaled.

2024:

  • Still gained at Level 1, but now categorized as a “Style Feature.”

  • You can switch your Fighting Style during a long rest starting at Level 4, allowing more adaptability.

  • Some styles have been revised or clarified for clarity and balance.

🧠 Takeaway: The 2024 system promotes adaptability, allowing Fighters to fine-tune their style between adventures instead of being locked into one forever.


2. Second Wind: More Than a Heal

2014:

  • Use a bonus action to regain 1d10 + Fighter level HP once per short/long rest.

2024:

  • Still a bonus action heal, but now includes additional effects based on level.

    • At higher levels, it can also grant temporary hit points, movement boosts, or let you use special actions like Rallying Surge.

  • Uses scale with Proficiency Bonus, making it more reliable across levels.

🧠 Takeaway: Second Wind evolves from a simple panic button into a versatile self-enhancement and survivability tool.


3. Action Surge: The Power Remains

Both Editions:

  • Gained at Level 2.

  • Once per short rest (twice at higher levels), you can take an additional action on your turn.

🧠 Takeaway: Mechanically unchanged—because it didn’t need to be. Still the best action economy spike in the game.


4. Weapon Mastery: The Game-Changer

2014:

  • Fighters just got more attacks (Extra Attack) and benefited from feats and subclass abilities.

  • No core weapon-related differentiation beyond Fighting Style.

2024:

  • Introduces Weapon Mastery: Each weapon has a Mastery Property (e.g., Topple, Push, Nick, Cleave).

  • Fighters gain multiple Mastery Slots, allowing them to apply and switch properties to weapons they wield.

  • Encourages switching weapons and tactics based on the situation.

🧠 Takeaway: Weapon Mastery is a core mechanical identity in 2024—finally giving Fighters a tactical niche no other class can match.


5. Tactical Mind: Combat Focused Rerolls

2024 Only:

  • Gained at Level 5, this feature allows the Fighter to reroll an attack roll once per turn.

  • Encourages consistency, especially with multiattack sequences.

  • Upgrades into Tactical Shift at higher levels, letting you move or debuff enemies after attacks.

🧠 Takeaway: A simple but elegant way to reward martial expertise without overwhelming complexity.


6. Extra Attack and Mastery Growth

2014:

  • Extra Attack gained at Levels 5 (1), 11 (2), and 20 (3).

  • No interaction with mechanics beyond “more attacks.”

2024:

  • Same Extra Attack progression.

  • At each threshold, you also gain additional Weapon Mastery slots, scaling your tactical options in parallel.

🧠 Takeaway: 2024 preserves Fighter’s iconic attack volume, while integrating it directly with Weapon Mastery for deeper tactical play.


7. Indomitable: Buffed and Useful

2014:

  • Use to reroll a failed saving throw.

  • Uses increase with level but often felt too limited or forgotten.

2024:

  • Now also allows you to shake off conditions, including frightened or charmed.

  • Scales with Proficiency Bonus for frequency.

  • Feels more heroic and reliable, especially in tough fights.

🧠 Takeaway: Indomitable finally lives up to its name—it’s now an essential survival tool, not a footnote.


8. Fighter’s Instincts & Epic Boon

2024 Only:

  • At Level 18, Fighters gain Fighter’s Instincts: bonuses to initiative and damage against targets who haven’t acted yet.

  • At Level 20, choose an Epic Boon, enhancing durability or damage in dramatic ways (can change between long rests).

🧠 Takeaway: These provide a real capstone identity, rather than just another attack or static bonus.


🧪 TL;DR – Fighter Mechanics Comparison Table

Feature 2014 Fighter 2024 Fighter
Fighting Style Static, passive bonus Swappable, refined options
Second Wind 1 heal per rest Heals + bonuses, scales with level
Action Surge Extra action per rest Unchanged – still iconic
Weapon Mastery N/A Signature tactical mechanic
Extra Attacks Levels 5/11/20 Same, but tied to Mastery scaling
Indomitable Save reroll Save reroll + shrug off conditions
Tactical Mind N/A Attack reroll per turn (Level 5)
Level 18+ Capstone Extra Attack 3 Instincts + Epic Boon

🧠 Final Thoughts: A Fighter Worth Mastering

The 2024 Fighter retains its accessibility while elevating the class with more engaging decision points, mechanical flavor, and tactical nuance. Weapon Mastery alone makes this version far more satisfying to play long term, while upgrades to legacy features like Second Wind and Indomitable show clear love for the martial side of D&D.

Whether you’re a dungeon-delving veteran or picking up a sword for the first time, the 2024 Fighter gives you tools to not just survive, but to thrive as a master of battle.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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