27 Ways to Make Playing a Fighter More Enjoyable

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The fighter gets called boring more than any other class, and that is unfair. It is simple to learn, tough to beat, and it gets better the more you understand it. These dnd fighter tips are 27 short ways to make playing a fighter more fun, from level 1 on. Rules below are the 2024 version of the class, checked against the 2024 SRD and the free rules on D&D Beyond.

DnD fighter tips: a battle-scarred fighter in plate armor with sword and shield holding a doorway against monsters

Start with Defense

You gain a Fighting Style feat at level 1, and the 2024 SRD recommends Defense. It is a safe pick for your first fighter.

Change your Fighting Style when you level up

Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat, per the SRD. Try one out. Swap it if you do not like it.

Use Second Wind like a free potion

As a Bonus Action, you regain Hit Points equal to 1d10 plus your Fighter level, per the SRD. Use it in the middle of a fight, not after it.

Count your Second Winds

You can use it twice, you regain one use after a Short Rest and all of them after a Long Rest, and you gain more uses at higher levels, per the SRD. Ask for short rests.

Pick three weapons for Weapon Mastery

You can use the mastery properties of three kinds of Simple or Martial weapons, per the SRD, and more as you level. Pick ones that fit your style: a heavy blow, a reach weapon, a fast weapon.

Practice new drills each day

Whenever you finish a Long Rest, you can change one of your Weapon Mastery choices, per the SRD. Found a new weapon? Switch to it.

Wear anything you want

Fighters have training with Light, Medium and Heavy armor and Shields, and with Simple and Martial weapons, per the SRD. You can build a heavy knight or a quick duelist.

Take the starting greatsword package

The SRD lists one starting equipment option as Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack and 4 GP. It is a ready-made fighter, so you can start playing right away.

Learn Action Surge

On your turn, you can take one additional action, except the Magic action, per the SRD. Save it for the turn that matters.

Remember it comes back

Action Surge recharges after a Short or Long Rest, per the SRD. So use it in every big fight, and ask your party for a short rest.

Try Tactical Mind

When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the use is not expended, per the SRD. Now the fighter is good at more than fighting.

Enjoy your Ability Score Improvements

Fighters gain Ability Score Improvement at levels 4, 6, 8, 12, 14 and 16, per the SRD. That is a lot of feats. Pick ones that change how you play.

Attack twice at level 5

Extra Attack lets you attack twice instead of once with the Attack action, per the SRD. This is the point where the fighter starts to feel like a fighter.

Move with Tactical Shift

When you use Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks, per the SRD. Heal and step away.

Reroll bad saves with Indomitable

At level 9, if you fail a saving throw, you can reroll it with a bonus equal to your Fighter level, and you must use the new roll. It recharges after a Long Rest, per the SRD.

Use Indomitable more often

You can use it twice before a Long Rest starting at level 13, and three times starting at level 17, per the SRD.

Swap your weapon mastery for a trick

With Tactical Master at level 9, when you attack with a weapon whose mastery property you can use, you can replace that property with Push, Sap or Slow for that attack, per the SRD.

Attack three times at level 11

Two Extra Attacks lets you attack three times instead of once with the Attack action, per the SRD.

Learn from your misses

At level 13, Studied Attacks gives you Advantage on your next attack roll against a creature you missed, before the end of your next turn, per the SRD. Missing is not the end of the world.

Attack four times at level 20

Three Extra Attacks lets you attack four times instead of once with the Attack action, per the SRD.

Surge twice at level 17

Starting at level 17, you can use Action Surge twice before a rest, but only once on a turn, per the SRD.

Try the Champion subclass

The Champion is the Fighter subclass in the SRD. Improved Critical lets your weapon attacks and Unarmed Strikes score a Critical Hit on a roll of 19 or 20. Simple, and you get to shout when it happens.

Be an athlete

Remarkable Athlete gives a Champion Advantage on Initiative rolls and Strength (Athletics) checks, and after a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks, per the SRD.

Take a second Fighting Style at level 7

Champion’s Additional Fighting Style gives you another Fighting Style feat, per the SRD. Pair two that work together.

Give yourself Heroic Inspiration

At level 10, Heroic Warrior lets a Champion give themselves Heroic Inspiration whenever they start a turn in combat without it, per the SRD. Reroll a bad die, over and over.

Crit on 18 to 20 at level 15

Superior Critical lets your weapon attacks and Unarmed Strikes score a Critical Hit on a roll of 18 to 20, per the SRD.

Refuse to stay down at level 18

Survivor gives a Champion Advantage on Death Saving Throws and treats a roll of 18 to 20 as a 20. In addition, at the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point, per the SRD.

How to get more out of playing a fighter

At level 19, you gain an Epic Boon feat, and the SRD recommends Boon of Combat Prowess. If you want more dnd fighter tips, searching for fighter 5e builds will turn up plenty of ideas. Use them as a starting point, then make a fighter who feels like yours. If you run the game yourself, my guide to five rules new Dungeon Masters should break early has advice on making combat more fun.

A fighter does not have to be a grim soldier. A cheerful sellsword, a retired guard and a farmer who picked up a sword are all more fun. Pick the personality first. That is the best of my dnd fighter tips.

My take: The best dnd fighter tips are about the basics done well: pick a style, use Action Surge in the big fights, and enjoy being the one who is still standing. Playing a fighter is more fun when you give your character a reason to fight. Tell me your best fighter moment and I will share my favorites.

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