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Aasimar Psi Warrior Fighter Build Guide

Aasimar Psi Warrior Fighter Build Guide

Combine the Aasimar's Celestial Revelation flight with the Psi Warrior's Psionic Power at level 3, and you become an inescapable psionic cruise missile.

7/10 Synergy Controller Role Easy Difficulty
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Why Psi Warrior?

The Aasimar Psi Warrior is a 7/10 controller build that solves the Fighter's biggest historical weakness: battlefield mobility and out-of-reach enemies. By combining Celestial Revelation for tactical flight with your level 3 Psionic Power, you effectively dictate the terms of engagement. You aren't just a meat shield; you are a psychic vanguard capable of repositioning enemies and shielding allies from across the room.

What makes this specific configuration unique is how little it relies on Intelligence. Because your level 7 Telekinetic Adept feature forces movement based entirely on the roll of your Psionic Energy die (5 feet × the number rolled) rather than a saving throw, you can safely dump your INT to 8. This allows you to pump Strength and Constitution to the absolute maximum, leaning into your d10 hit die and heavy armor proficiency.

However, you must manage your action economy ruthlessly. Healing Hands requires an action, directly competing with your Extra Attack and Telekinetic Adept. Play this build as a frontline controller first and a backup support second, using your Aasimar traits to survive while your psionics dismantle the enemy's formation.

Psi Warrior Features

Psionic Power

Level 3

You can use your mind to enhance your body. When you finish a Long Rest, you gain a number of Psionic Energy dice equal to twice your Proficiency Bonus. These dice are d6s. You can use these dice to power your psionic abilities. A die is expended when you use it. You regain all expended Psionic Energy dice when you finish a Long Rest. When you reach certain fighter levels, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The following options show how you can use your Psionic Energy dice.

Telekinetic Adept

Level 7

You can use an action to spend 1 Psionic Energy die to move a creature or object you can see within 30 feet of yourself. Roll the Psionic Energy die. The creature or object moves 5 feet × the number rolled on the die. As an action, you can spend 1 Psionic Energy die to attempt to knock a creature prone or push it away. The target must make a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus). On a failed save, it takes force damage equal to 1d6 + your Strength modifier and is either knocked Prone or pushed 5 feet away, depending on which effect you choose.

Guarded Mind

Level 10

You can use an action to spend 1 Psionic Energy die to gain Advantage on saves against magic you can see being cast within 30 feet of yourself. You can use this ability after you see the save but before you roll the die.

Bulwark of Force

Level 15

When another creature you can see within 30 feet of yourself takes damage, you can use your Reaction and spend 1 Psionic Energy die to shield that creature. Roll the die, and the creature takes less damage by the number rolled.

Telekinetic Master

Level 18

You can use your Telekinetic Adept ability a number of times equal to your Proficiency Bonus without expending Psionic Energy dice. You regain all expended uses of this ability when you finish a Short or Long Rest.

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 Psi Warrior 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 the Defense Fighting Style; you'll be using a two-handed weapon, but that +1 AC is vital since your Guarded Mind won't come online to protect you from spells until Tier 2. At level 3, you unlock Psionic Power. With your Proficiency Bonus at +2, you only get four Psionic Energy dice per Long Rest. Conserve them. At level 4, take the Great Weapon Master feat. You need raw damage to pressure enemies while your psionics are offline.

Levels 5-10

Level 5 brings Extra Attack and a bump to your Psionic Energy dice pool. At level 7, Telekinetic Adept completely changes your playstyle. Because it moves targets 5 feet × the number rolled on your d6 (no save required), you can instantly launch enemies off cliffs or away from your squishy Wizard. At level 8, use your ASI to cap Strength at 20. When you hit level 10, Guarded Mind fixes your abysmal 10 Wisdom by giving you Advantage on saves against magic you can see—just make sure you keep your Darkvision focused on enemy casters.

Levels 11-16

Level 11 grants your third attack. At level 12, take the Resilient (Wisdom) feat to pair with Guarded Mind; Advantage alone won't save you from a DC 18 hold spell. Level 15 introduces Bulwark of Force. This reaction pairs flawlessly with your Aasimar Celestial Resistance. If an ally takes necrotic damage, you can't resist it for them, but you can spend a die to flatly reduce the damage by the number rolled. At level 16, take Tough to beef up your frontline presence.

Levels 17-20

At level 17, your Psionic Energy dice become d12s, meaning Telekinetic Adept can now launch a target up to 60 feet in a single action. Level 18 brings Telekinetic Master, giving you Proficiency Bonus (now +6) free uses of Telekinetic Adept. You should be spamming this every combat to isolate high-value targets. Use your final ASI at 19 to bump Constitution, ending at level 20 with four attacks, massive HP, and unparalleled battlefield manipulation.

Recommended Feats

Great Weapon Master

Take this at level 4. Because you are dumping Intelligence and focusing entirely on Strength, you need your melee strikes to hit like a truck. When you activate Celestial Revelation, the bonus radiant damage stacks beautifully with the +10 damage from this feat.

Resilient (Wisdom)

Take this at level 12. You have a base Wisdom of 10. While Guarded Mind gives you Advantage against visible magic, it doesn't help against monster abilities (like a Dragon's Frightful Presence). You need proficiency in Wisdom saves to survive Tier 3.

Tough

Grab this at level 16. As a controller, you will draw massive aggro when you start throwing enemies around with Telekinetic Adept. An extra 40 HP at level 20 ensures you stay on your feet to utilize Bulwark of Force.

Gear Progression

Tier 1 (Levels 1-4)

Acquire Splint Armor and a Greatsword as quickly as possible. Since you rely on Psionic Power for utility, your gear needs to provide raw numbers. Keep a few javelins handy before your flight comes online.

Tier 2 (Levels 5-10)

Upgrade to Plate Armor and seek out a +1 Greatsword. If your DM offers utility items, grab Goggles of Night. While your Aasimar Darkvision is 60 feet, extending it to 120 feet ensures you can see casters from afar to trigger Guarded Mind.

Tier 3 (Levels 11-16)

Hunt down a Belt of Fire Giant Strength. Pushing your Strength beyond 20 makes your Great Weapon Master attacks significantly more reliable. A Cloak of Displacement is also top-tier here, stacking defensive layers on top of your Celestial Resistance.

Tier 4 (Levels 17-20)

Aim for a Bloodfury Tattoo or a +3 Greatsword. With your Psionic Energy dice upgraded to d12s and Telekinetic Master giving you free uses, you want your weapon strikes to instantly execute the enemies you pull into melee range.

Party Composition

You are a martial Controller. Your primary job is to dictate enemy positioning using Telekinetic Adept and mitigate party damage using Bulwark of Force. You shine brightest when paired with casters who deploy persistent area-of-effect spells.

Pair this build with a Circle of Spores Druid or an Evocation Wizard. You can use your action to launch enemies directly into a Wall of Fire or Sickening Radiance. Defensively, you synergize perfectly with an Ancestral Guardian Barbarian; if the Barbarian imposes disadvantage on an enemy attacking your Wizard, you can stack Bulwark of Force to reduce the damage even further if a hit sneaks through.

Multiclass Options

Barbarian 2 Dip

Taking two levels of Barbarian for Reckless Attack is a massive DPR boost for your Great Weapon Master strikes. The physical damage resistance from Rage stacks defensively with your Aasimar Celestial Resistance (which handles Necrotic/Radiant), making you nearly unkillable. Just remember you can't cast spells while raging, but your Psionic Power abilities are magical features, not spells!

Peace Cleric 1 Dip

A single level of Cleric grants Emboldening Bond. Adding 1d4 to saving throws fundamentally fixes your low Wisdom, and it stacks incredibly well with the Advantage you gain from Guarded Mind. You also get access to Bless for encounters where you aren't raging.

Common Pitfalls

  • Hoarding Psionic Dice: You get them back on a Long Rest, and Telekinetic Master doesn't arrive until level 18. If you end the day with 4 dice left, you wasted your subclass.
  • Forgetting Guarded Mind's restriction: It only works on magic you can see within 30 feet. If an invisible caster hits you with Hold Person, or they are 40 feet away, you do not get Advantage. Position aggressively.
  • Wasting Actions on Healing Hands in combat: Touching an ally for 5-20 HP costs your entire Action. Only use this if a crucial ally is making death saves; otherwise, use Telekinetic Adept to push the threat away from them instead.
  • Ignoring Aerial Combat: Celestial Revelation gives you a fly speed. If you are fighting dragons or flying fiends from the ground with javelins instead of flying up to Greatsword them, you picked the wrong species.

More Questions

Can I use Bulwark of Force on myself?
No. The feature specifically states 'When another creature you can see within 30 feet of yourself takes damage.' You must rely on your high Fighter AC, d10 hit die, and Celestial Resistance to protect yourself.
Does Guarded Mind work against Dragon Breath?
No. Guarded Mind grants Advantage against 'magic you can see being cast'. A dragon's breath weapon is considered a natural physiological ability in 5e, not a magical spell being cast.
How does Telekinetic Adept interact with heavy objects?
The feature says 'move a creature or object'. It does not specify a weight limit, only that you must see it within 30 feet. Check with your DM, but rules-as-written, you can push a massive boulder 5 to 30 feet depending on your die roll.
Does Healing Hands trigger Extra Attack?
No. Healing Hands requires a full Magic Action to touch a creature. It does not trigger the Attack action, so you cannot replace one of your Greatsword swings with it.

Strengths & Weaknesses

Strengths

  • Psi Warrior grants Psionic Power 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

Activate Celestial Revelation early in boss fights to bypass difficult terrain.

2

Use Telekinetic Adept to push enemies off ledges; fall damage is free DPR.

3

Save Bulwark of Force for your fragile casters, not the raging Barbarian.

4

Stay within 30 feet of enemy casters to ensure Guarded Mind triggers.

5

Combine Great Weapon Master with tactical flight to dive-bomb priority targets.

Other Fighter Subclasses for Aasimar

Other Races for Psi Warrior Fighter

Frequently Asked Questions

Is Psi Warrior a good subclass for Aasimar Fighter?
Yes, Aasimar is a fantastic 7/10 choice for a Psi Warrior. The primary synergy is Celestial Revelation, which provides tactical flight to a historically ground-bound class. Furthermore, Celestial Resistance protects against necrotic and radiant damage, saving your Bulwark of Force dice for physical blows.
What makes Psi Warrior different from other Fighter subclasses?
Prioritize Strength and Constitution. Using the optimal array: STR 15, DEX 14, CON 13, INT 8, WIS 10, CHA 12. Because this specific iteration of Telekinetic Adept relies entirely on the d6 die roll rather than an Intelligence saving throw, dumping INT to 8 is completely optimal.

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