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Aasimar Champion Fighter Build Guide

Aasimar Champion Fighter Build Guide

Pairing the Aasimar's Celestial Revelation flight with the Champion Fighter's Improved Critical turns you into an inescapable, radiant-damage-dealing critical hit machine by level 3.

7/10 Synergy Striker Role Easy Difficulty
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Why Champion?

The Champion Fighter is often written off as the "boring" subclass, but when optimized, it is a devastatingly consistent engine of martial destruction. By combining the Champion's expanded critical hit range with the Aasimar species, you cover the subclass's glaring weaknesses while amplifying its strengths. A classic Champion struggles against flying enemies and lacks burst damage; the Aasimar brings Celestial Revelation to the table, granting you temporary flight and a massive, once-per-turn radiant damage steroid.

As an Aasimar Champion, your goal is simple: maximize your volume of attacks to fish for critical hits. With Improved Critical coming online at level 3, you'll be rolling 19s and 20s twice as often as anyone else. When you factor in advantage generation from your party or a multiclass dip, your critical hit chance skyrockets. Your innate Celestial Resistance provides a necessary buffer against necrotic and radiant damage, saving your 13 Constitution from being a fatal flaw on the frontline.

Is this the most complex build in 5e? Absolutely not. But if you want a reliable Striker that can pop angelic wings, fly over the enemy frontline, and cleave the enemy spellcaster in half with back-to-back Great Weapon Master critical hits, the Aasimar Champion is a top-tier choice.

Champion Features

Improved Critical

Level 3

Your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Remarkable Athlete

Level 3

You can add half your Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your Proficiency Bonus. In addition, when you make a running Long Jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

Level 7

You can choose a second option from the Fighting Style class feature.

Heroic Warrior

Level 10

You have advantage on saving throws to avoid being Incapacitated or killed outright.

Superior Critical

Level 15

Your weapon attacks score a critical hit on a roll of 18, 19, or 20 on the d20.

Survivor

Level 18

You regain hit points equal to 1d6 + your Constitution modifier when you finish a Short Rest. You must have at least 1 hit point to gain this benefit.

Recommended Ability Scores

Strength
15(+2)
Dexterity
14(+2)
Constitution
13(+1)
Intelligence
8(-1)
Wisdom
10(+0)
Charisma
12(+1)
HP (Lv1)
11
AC
12
Initiative
+2
Passive Per.
10
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Aasimar Traits That Benefit Champion Fighter

Celestial Revelation

Flight provides incredible mobility, letting the Fighter reach otherwise inaccessible positions.

Celestial Resistance

Built-in damage resistance reduces incoming damage, keeping your Fighter alive longer in combat.

Healing Hands

Additional healing ability supplements the Fighter's support capabilities.

Darkvision

Aasimar Darkvision helps Fighters scout ahead and fight in darkness without needing a torch.

Combat Effectiveness

Level HP Melee DPR Ranged DPR
Level 5 39 7.8 7.8
Level 11 81 10.73 10.73
Level 17 123 10.73 10.73

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Build Path (Levels 1-20)

Levels 1-4

Start with 15 Strength and take the Great Weapon Fighting style at level 1. You want a heavy weapon—preferably a Glaive or Halberd—to prepare for your future feats. At level 3, you unlock the defining feature of the subclass: Improved Critical. Scoring a critical hit on a 19 or 20 immediately doubles your chance to deal massive damage. At level 4, do not take an Ability Score Increase. Take the Great Weapon Master feat. The secondary bullet point of GWM grants you a bonus action attack whenever you score a critical hit. Because Improved Critical doubles your crit chance, you will trigger this bonus attack frequently, drastically spiking your DPR.

Levels 5-10

Level 5 brings Extra Attack, doubling your chances to roll a 19 or 20 each turn. At level 6, use your Fighter ASI to bump your Strength to 17 or pick up Polearm Master to add a consistent bonus action attack (giving you three chances to crit per turn). Level 7 is a major power spike for the Champion: you gain Remarkable Athlete, which adds half your proficiency bonus to your Initiative checks and Grapple/Shove attempts, and Additional Fighting Style, where you should absolutely take Defense for a passive +1 AC. At level 8, push your Strength to 18. Level 10 grants Heroic Warrior, giving you advantage on saving throws against being incapacitated or outright killed—a niche but incredibly useful defensive tool against high-level spellcasters.

Levels 11-16

Level 11 is the Fighter's holy grail: Extra Attack (2). You are now making three attacks per action, plus a bonus action attack from Polearm Master or GWM. At level 12, cap your Strength at 20. Level 15 brings Superior Critical, expanding your crit range to 18-20. If you have a reliable source of advantage, you now have a 27.7% chance to crit on every single swing. Take the Slasher feat at level 16; since you are critting constantly with Superior Critical, you will constantly apply Slasher's disadvantage debuff to your targets, effectively acting as an off-tank.

Levels 17-20

Level 17 gives you your second use of Action Surge, allowing for explosive 6-attack nova rounds. At level 18, you gain Survivor. Regenerating 1d6 + CON hit points every turn you are below half health makes you exceptionally difficult to kill in prolonged slugfests, stacking beautifully with your Aasimar Celestial Resistance. Finally, level 20 grants Extra Attack (3). With four attacks per action, you are virtually guaranteed to roll an 18-20 on your turn, triggering your GWM bonus action attack almost every round.

Recommended Feats

Great Weapon Master

This is non-negotiable for a Champion. The -5 to hit / +10 to damage is great, but you are taking this for the critical hit synergy. Improved Critical and Superior Critical mean you will frequently trigger the clause that grants a bonus action attack upon scoring a crit, heavily optimizing your action economy.

Polearm Master

Champions scale linearly with the number of d20s they roll. More attacks mean more chances to roll a 19 or 20. Polearm Master gives you a reliable bonus action attack when GWM doesn't trigger, ensuring you are always maximizing your critical hit fishing.

Slasher

Because your Superior Critical expands your crit range to 18-20, you will trigger Slasher's secondary effect constantly. Giving a boss enemy disadvantage on all attack rolls until the start of your next turn turns your Striker build into a premier debuffer without spending any resources.

Resilient (Wisdom)

With an optimal Wisdom score of 10, you are highly susceptible to debilitating spells like Hold Person or Dominate Person. A Champion who gets mind-controlled will absolutely butcher their own party. Take this to ensure Heroic Warrior isn't your only defense against spellcasters.

Gear Progression

Tier 1 (Levels 1-4)

Acquire a Glaive or Halberd immediately to set up your Polearm Master/GWM combo. Purchase Splint Armor as soon as you have 200 gold to bolster your AC, complementing your Defense fighting style from your upcoming Additional Fighting Style feature.

Tier 2 (Levels 5-10)

Upgrade to Full Plate armor. You want a +1 Glaive to offset the -5 penalty from Great Weapon Master. If you can secure a Cloak of Displacement, do so; forcing enemies to attack with disadvantage stacks incredibly well with the passive healing of your Aasimar Healing Hands and keeps your hit points high.

Tier 3 (Levels 11-16)

Look for a Flame Tongue Greatsword. While it breaks your Polearm Master setup, doubling the 2d6 fire damage on an 18-20 critical hit via Superior Critical is mathematically superior. Alternatively, a +2 or +3 Glaive is the mathematically safest choice to ensure your GWM attacks land.

Tier 4 (Levels 17-20)

The Bloodfury Tattoo is your holy grail. It adds 4d6 necrotic damage to your attacks, which doubles on a critical hit, and heals you. Paired with your level 18 Survivor feature, you will out-heal almost any damage you take while dealing absurd burst damage.

Party Composition

As an Aasimar Champion Fighter, your party role is strictly as a Striker. Your entire build is engineered to deal massive single-target damage through high-volume attacks and expanded critical threat ranges. You rely on your party to provide utility, crowd control, and, most importantly, advantage on your attack rolls.

You shine brightest when paired with a Wolf Totem Barbarian or a Faerie Fire-casting Bard. The Champion's Superior Critical feature demands advantage to truly break the math of the game. Rolling 2d20s with an 18-20 crit range gives you a near-30% chance to crit per attack. Furthermore, an Order Domain Cleric casting spells on you allows you to use your reaction to attack via Voice of Authority, giving you yet another chance to roll that coveted 19 or 20 outside of your normal turn.

Multiclass Options

Barbarian 2 Dip

This is the ultimate multiclass for a Champion. Taking two levels of Barbarian grants you Reckless Attack. Gaining advantage on-demand drastically increases the frequency of your Improved Critical procs. Furthermore, Rage provides resistance to bludgeoning, piercing, and slashing damage, which stacks beautifully with your Aasimar Celestial Resistance.

Paladin 2 Dip

If you have the 13 Charisma required, a two-level Paladin dip turns you into a burst-damage god. Because you crit on a 19-20, you simply hold onto your spell slots and only declare a Divine Smite when you score a critical hit, guaranteeing that your smite dice are doubled every single time.

Common Pitfalls

  • Misunderstanding Vorpal Swords: Many players think Superior Critical allows a Vorpal Sword to decapitate on an 18 or 19. It does not. The Vorpal Sword specifically requires a roll of 20 to trigger the instant kill.
  • Ignoring Remarkable Athlete: Do not forget that Remarkable Athlete applies to your Initiative rolls. Since Initiative is a Dexterity check, you get half your proficiency bonus added to it, helping you act sooner in combat.
  • Popping Celestial Revelation too late: Activating your Aasimar transformation takes an action. Do this *before* combat starts if you have the chance, or on turn one. Do not wait until round three, or you waste your massive radiant damage buff.
  • Using a single-attack strategy: Champions are terrible with single, big attacks (like Booming Blade). Your math relies on volume. If you aren't using Extra Attack, Action Surge, and bonus action attacks, you are wasting your Improved Critical.

More Questions

Does Improved Critical stack with Hexblade's Curse?
No. Both features state that your weapon attacks score a critical hit on a roll of 19 or 20. They do not expand the range cumulatively to 18-20. You must wait for the Champion's level 15 Superior Critical feature for that.
Does Remarkable Athlete stack with Jack of All Trades?
No. Both features allow you to add half your proficiency bonus to ability checks that don't already use it. You can only apply your proficiency bonus (or half of it) to a roll once, so these do not stack.
When is the best time to use the Aasimar Healing Hands trait?
Use Healing Hands strictly as an emergency resuscitation tool. Because it requires an action, it heavily cuts into your damage output. Save it for when your party's primary healer goes down at 0 HP.
Does the extra radiant damage from Celestial Revelation double on a critical hit?
No. The radiant damage provided by the Aasimar's Celestial Revelation is a flat bonus equal to your proficiency bonus (or your level, depending on the publication version you are using). Flat damage modifiers never double on a critical hit.

Strengths & Weaknesses

Strengths

  • Champion grants Improved Critical at level 3
  • High hit points for frontline durability
  • Strong species-class synergy enhances core abilities
  • Darkvision for dungeon exploration
  • Strong melee damage output

Weaknesses

  • Low Wisdom — vulnerable to common saving throws
  • Limited ranged and magical options without multiclassing

Pro Tips

1

Always pair Great Weapon Master with Improved Critical to farm bonus action attacks.

2

Use Remarkable Athlete to reliably grapple and shove enemies if you lack Athletics proficiency.

3

Activate Celestial Revelation early to ensure you get the radiant damage bonus on your Action Surge turn.

4

Seek out sources of advantage like Faerie Fire to mathematically double your Superior Critical trigger rate.

5

Remember that Heroic Warrior gives you a fighting chance against debilitating spells like Hold Person.

Other Fighter Subclasses for Aasimar

Other Races for Champion Fighter

Frequently Asked Questions

Is Champion a good subclass for Aasimar Fighter?
Yes, Aasimar is a fantastic 7/10 race for the Champion Fighter. The Champion is a pure martial class that lacks mobility and utility. The Aasimar's Celestial Revelation grants flight, instantly solving the Fighter's weakness against airborne targets, while Celestial Resistance adds much-needed durability.
What makes Champion different from other Fighter subclasses?
An Aasimar Champion Fighter should prioritize Strength above all else, starting with a 15. Constitution is your secondary stat; aim for 13 or 14 to maximize your hit points and the eventual healing from your level 18 Survivor feature. Dexterity can sit at 14 for medium armor until you get heavy armor.

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