Dragonborn Psi Warrior Fighter Build Guide
Combining Draconic Flight with Telekinetic Adept turns you into a battlefield terror, raining Breath Weapon fire while throwing enemies around with Psionic Energy dice.
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Why Psi Warrior?
The Dragonborn Psi Warrior is a surprisingly synergistic powerhouse, earning a solid 9/10 rating. Most players assume you need a massive Intelligence score to play a psionic character, but because your Psionic Energy dice scale entirely off your Proficiency Bonus (giving you twice your PB in d6s per Long Rest), you can safely dump your INT to 8 and focus purely on Strength and Constitution. This turns you into a physical juggernaut with unparalleled battlefield control.
What makes this specific combination shine is how the Dragonborn's innate traits cover the Fighter's traditional blind spots. Martial characters usually struggle with hordes, but your Draconic Ancestry grants a Breath Weapon to clear out low-HP minions. When enemies try to lock you down, Draconic Flight lets you bypass the frontline completely to reach high-value targets.
As a Controller, your game plan revolves around repositioning enemies with Telekinetic Adept and mitigating incoming damage using Bulwark of Force. Combine this with your innate Damage Resistance, and you have a heavily armored telekinetic bruiser who simply refuses to die while dictating exactly where every enemy stands on the battlefield.
Psi Warrior Features
Psionic Power
Level 3You 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 7You 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 10You 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 15When 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 18You 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
Dragonborn Traits That Benefit Psi Warrior Fighter
Draconic Flight
Flight provides incredible mobility, letting the Fighter reach otherwise inaccessible positions.
Draconic Ancestry
Breath Weapon provides AoE damage that martial Fighters otherwise lack.
Breath Weapon
Breath Weapon provides AoE damage that martial Fighters otherwise lack.
Damage Resistance
Built-in damage resistance reduces incoming damage, keeping your Fighter alive longer in combat.
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 a stat array of STR 15, DEX 14, CON 13, INT 8, WIS 10, CHA 12. Grab a Greatsword and Plate Armor as soon as you can afford it. At level 3, you unlock your core subclass feature: Psionic Power. You get a pool of d6s equal to twice your Proficiency Bonus. Don't hoard these—use them aggressively in early encounters. At level 4, take the Great Weapon Master feat to capitalize on your heavy weapon damage.
Levels 5-10
Level 5 brings Extra Attack, doubling your baseline DPR. Level 7 is where this build comes online with Telekinetic Adept. You can now spend an action and a Psionic Energy die to forcefully move creatures 5 feet times the number rolled on your d6. Use this to push enemies off cliffs or group them up for your Breath Weapon. At level 8, take a +2 Strength ASI. Level 10 grants Guarded Mind, allowing you to spend a die for Advantage against magic saves—a lifesaver against nasty hold spells that target your low Wisdom.
Levels 11-16
At level 11, you get your third attack. Your damage output is now highly consistent. Take the Resilient (Wisdom) feat at level 12 to bump your WIS saves, pairing perfectly with Guarded Mind. Level 15 introduces Bulwark of Force, letting you spend a Reaction and a Psionic Energy die to reduce damage taken by an ally within 30 feet. This cements your role as a protective Controller. Cap your Strength at 20 with your level 16 ASI.
Levels 17-20
Level 17 grants your second Action Surge. At level 18, Telekinetic Master allows you to use Telekinetic Adept a number of times equal to your Proficiency Bonus without spending any Psionic Energy dice. This is massive free utility every Short or Long Rest. Spend your level 19 ASI on Tough or bumping Constitution to maximize your 123 average HP, ensuring you survive whatever the DM throws at you in Tier 4.
Recommended Feats
Great Weapon Master
Take this at level 4. The -5 penalty to hit for +10 damage is the mathematical backbone of your melee DPR. Since you have Draconic Flight to easily reach squishy backline casters, you'll frequently proc the bonus action attack when you drop them to 0 HP.
Resilient (Wisdom)
Take this at level 12. Fighters naturally struggle with Wisdom saves. While Guarded Mind at level 10 gives you Advantage by spending a Psionic Energy die, adding proficiency from Resilient ensures you almost never fail against devastating effects like Dominate Person.
Skill Expert
A fantastic half-feat if you need to round out an odd Strength score. Put the expertise into Athletics. With a massive Athletics check and Draconic Flight, you can grapple enemies, fly into the air, and drop them for guaranteed falling damage, saving your Psionic Energy dice for other abilities.
Gear Progression
Tier 1 (Levels 1-4)
Start with Chain Mail and upgrade to Splint or Plate Armor as quickly as gold allows. Wield a Greatsword or Halberd. Keep a few javelins handy, though your Draconic Flight reduces the need for ranged weapons.
Tier 2 (Levels 5-10)
Seek out a +1 Greatsword to offset the Great Weapon Master penalty. A Cloak of Displacement is incredible here, stacking with your innate Damage Resistance to make you nearly unhittable.
Tier 3 (Levels 11-16)
Look for a Belt of Fire Giant Strength to push your STR beyond the natural cap of 20. A Flame Tongue Greatsword will drastically increase your damage on those three attacks per turn. An Amulet of Health is great if you left your CON at 13.
Tier 4 (Levels 17-20)
Aim for a Belt of Storm Giant Strength (STR 29). A Blood Fury Tattoo provides excellent healing and necrotic damage on top of your martial prowess, keeping you sustained while you use Bulwark of Force to protect your allies.
Party Composition
As a Dragonborn Psi Warrior, you occupy the Controller and Frontline Bruiser roles. Your job is to deal heavy melee damage, use your Breath Weapon on swarms, and manipulate enemy positioning with Telekinetic Adept. You thrive when paired with casters who create persistent area-of-effect hazards.
A Wizard or Druid is your best friend. If a Druid casts Spike Growth or a Wizard casts Wall of Fire, you can use Telekinetic Adept to violently shove enemies back into the damage zones. You also pair exceptionally well with a Cleric or Paladin casting Bless; the 1d4 bonus to attack rolls directly offsets your Great Weapon Master penalty, ensuring your heavy strikes land consistently.
Multiclass Options
Barbarian 2
Taking two levels of Barbarian gives you Reckless Attack, granting at-will Advantage on all your melee strikes to guarantee your Great Weapon Master hits land. Rage gives you resistance to bludgeoning, piercing, and slashing damage, which stacks wonderfully with your Dragonborn Damage Resistance to elemental types.
War Magic Wizard 2
A two-level dip into Wizard for War Magic grants Arcane Deflection. Using your reaction to gain +4 to a failed saving throw pairs flawlessly with Guarded Mind's Advantage, making your Fighter virtually immune to crippling magical crowd control.
Common Pitfalls
- Hoarding Psionic Energy dice: You get twice your Proficiency Bonus in d6s every Long Rest. By level 5, that's 6 dice. Don't save them endlessly; use Telekinetic Adept early in fights to dictate positioning.
- Ignoring verticality with Telekinetic Adept: The feature says you move a creature 5 feet times the die roll. You can move them straight up. If you roll a 4 on the d6, you lift them 20 feet, causing them to immediately fall, take 2d6 bludgeoning, and land prone.
- Wasting Guarded Mind on non-magic: Guarded Mind specifically works against magic you can see being cast. Do not try to spend your Psionic Energy die on a Dragon's breath weapon or a mundane poison trap.
- Forgetting Bulwark of Force range: Bulwark of Force requires the ally to be within 30 feet. Since you have Draconic Flight, it's easy to fly 40 feet into the air to dive-bomb a caster, accidentally putting yourself out of range to protect your grounded Wizard.
More Questions
Does Telekinetic Adept allow a saving throw?
Can I use Bulwark of Force on myself?
How does Telekinetic Master interact with my dice pool?
Should I use my Breath Weapon or attack?
Strengths & Weaknesses
Strengths
- ♦ Psi Warrior grants Psionic Power at level 3
- ♦ High hit points for frontline durability
- ♦ Strong species-class synergy enhances core abilities
- ♦ Strong melee damage output
- ♦ Good armor class and initiative
Weaknesses
- ♦ Low Wisdom — vulnerable to common saving throws
- ♦ Limited ranged and magical options without multiclassing
- ♦ No Darkvision — may need light sources in dungeons
Pro Tips
Use Telekinetic Adept to push melee enemies 15+ feet away, forcing them to dash to reach you.
Combine Draconic Flight with Great Weapon Master to hunt down enemy spellcasters on turn one.
Wait until you see your saving throw roll before spending a die on Guarded Mind to gain Advantage.
Save your Reaction for Bulwark of Force to protect your concentration-heavy casters from dropping their spells.
Use your Breath Weapon when enemies bunch up, as it replaces a single attack, not your whole Action.
Other Fighter Subclasses for Dragonborn
Other Races for Psi Warrior Fighter
Frequently Asked Questions
Is Psi Warrior a good subclass for Dragonborn Fighter?
What makes Psi Warrior different from other Fighter subclasses?
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