Summary

The Fighter is one of the most iconic classes inDungeons & Dragons, and one particular part of the Fighter experience is getting a lot more interesting thanks to the 2024Player’s Handbook.After a decade of following the rules and class features established in the 2014Player’s Handbook, the new version keeps a lot of essentials in place whileoverhauling many ofDnD’s finer details. Ideally, the changes should make the game more fun to play, and Fighters certainly feel like they’re receiving some new opportunities.

As the most fundamentally well-rounded option for aDnDmartial class, Fighters are generally good at anything involving a basic weapon and a battlefield. This proficiency is assisted by the ability to take plenty of extra attacks and a bonus provided to a Fighter’s chosen fighting style, making it easy to deal a lot of damage quickly. Fighters also have some survivability features, and a big one isSecond Wind, which has traditionally allowed them to regain some hit points as a bonus action.

A dnd party in front of a castle.

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Second Wind Is Way Better In The New Player’s Handbook

Fighters Can Use The Feature More Often

The basic function of Second Wind as a health restoration option hasn’t changed in the 2024Player’s Handbook, but the feature is capable of a lot more than that now, thanks both to buffs and new ways to apply it. The simplest buff lies in the frequency of use, with more Second Wind slots to make it a lot easier to deploy. While a single use of Second Wind was allotted between short or long rests in the 2014Player’s Handbook,the new rules provide two uses out of the gate, recharging one upon a short rest and both upon a long rest.

Second Wind also joins a Fighter’s progression arc inDnDnow, with a couple of levels unlocking more uses of the feature. At level four, three uses of Second Wind are offered per long rest, andlevel ten bumps things up again to four uses. Levels 11-20 don’t add any further improvements in this regard, but Fighters do have other improvements to look forward to at higher levels.

One D&D Player’s Handbook images showing a dwarf and a human with swords at the ready.

Changes to Second Wind were first tested throughDnD’sUnearthed Arcanaprocess, but the version of the feature discussed here represents the final 2024Player’s Handbookimplementation.

D&D Is Adding Strategic Second Wind Options

It’s Not Just A Recovery Feature Anymore

A big emphasis in theDnD2024Player’s HandbookFighter changes is the idea that Fighters are good battlefield tacticians, and the other changes to Second Wind reflect this concept.At level two, the Tactical Mind feature allows Second Wind to be used after failing an ability check. A Fighter can expend a use of Second Wind and add the roll to the failed ability check. If the result still isn’t a success, Second Wind won’t be expended, so there’s little reason not to try it on an important roll.

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At fifth level, Tactical Shift is added to the equation, which turns Second Wind into a mobility feature as well.A Fighter can use Second Wind to move up to half their speedwithout provoking opportunity attacks, making it a lot easier for a Fighter to dance around the battlefield without taking a flurry of hits in response. It’s a similar concept to the boost in maneuverability that the Ranger spellzephyr strikeoffers, but at a lower cost and with reduced rewards.

An image of D&D lead designer Jeremy Crawford in front of art from the 2024 core rulebooks.

The overall effect of the Second Wind changes reposition it from a fairly minor but reasonably useful accessory feature to a major part of the Fighter experience. It’s certainly not the only aspect of the Fighter toolkit to get an adjustment, but it does feel like it has some of the most far-reaching effects. Using it for ability checks also gives them more to do off the battlefield, as Fighters don’t always have a ton in the way of class features for roleplay and other situations.

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The idea of Fighters as tacticians in the 2024Player’s Handbookis further emphasized by changes toFighter subclasses inDnDand more, withnew concepts like a Know Your Enemy rework serving to give them more relevant strategic options. Of course, it’s still possible to play Fighter by simply running in and whacking things with a sword, and the changes shouldn’t do anything to hurt that experience. Wasting the new opportunities provided by Second Wind would be a shame, however, as it’s a pretty big boost to what Fighters can do inDungeons & Dragons.

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Dungeons and Dragons

Dungeons and Dragons is a popular tabletop game originally invented in 1974 by Ernest Gary Gygax and David Arneson. The fantasy role-playing game brings together players for a campaign with various components, including abilities, races, character classes, monsters, and treasures. The game has drastically expanded since the ’70s, with numerous updated box sets and expansions.

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