Dwarf Psi Warrior Fighter Build Guide
Combine Dwarven Toughness with your Psionic Power dice to create an immovable psychic juggernaut that punishes enemies with Telekinetic Adept.
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Why Psi Warrior?
Playing a Dwarf Psi Warrior is about dominating the battlefield through sheer physical durability and telekinetic control. While standard Fighters rely purely on steel, you tap into the Weave at level 3 with Psionic Power, gaining a pool of d6s that scale with your Proficiency Bonus. This transforms you from a standard meat shield into a dynamic controller who can reposition enemies and negate incoming magic.
The synergy here relies heavily on the Dwarf's natural traits. Dwarven Toughness grants you an extra hit point every level. When you stack that on top of a Fighter's d10 hit die, you get a massive health pool that allows you to survive deep in enemy lines. From there, you use Telekinetic Adept to physically throw enemies around the battlefield, dictating the flow of combat without needing to cast a single spell.
With a starting stat array heavily favoring Strength (15) and Constitution (13) while dumping Intelligence (8), this specific build ignores the standard Psi Warrior's reliance on Intelligence modifiers. Instead, we are hyper-focusing on the features that scale with your Proficiency Bonus and the raw roll of your Psionic Energy dice. You don't need to outsmart your enemies; you just need to outlast them while your telekinesis batters them into submission.
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
Dwarf Traits That Benefit Psi Warrior Fighter
Dwarven Resilience
Built-in damage resistance reduces incoming damage, keeping your Fighter alive longer in combat.
Dwarven Toughness
Extra HP per level makes this Fighter significantly tougher across all 20 levels.
Darkvision
Dwarf 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 by taking the Interception or Defense Fighting Style. At level 3, you unlock your core subclass feature: Psionic Power. You gain Psionic Energy dice equal to twice your Proficiency Bonus. Use these aggressively; you have enough to make a difference in every Tier 1 combat. At level 4, take the Heavy Armor Master feat. This bumps your 15 Strength to a 16, and the flat damage reduction pairs beautifully with your high Dwarf hit points.
Levels 5-10
Level 5 brings Extra Attack, doubling your raw melee output. At level 7, the build truly comes online with Telekinetic Adept. Spend an action and a Psionic Energy die to move an enemy 5 feet multiplied by your d6 roll. This is incredible for pushing enemies off cliffs or into your Wizard's Web spell. Take an ASI at level 8 to push Strength to 18. Level 10 grants Guarded Mind. Spending a die to gain Advantage on magic saving throws shores up your mediocre Wisdom and Intelligence saves.
Levels 11-16
At level 11, you get your third attack per Attack action. Level 12 is your chance to cap Strength at 20. At level 15, you become a premier team protector with Bulwark of Force. Using your Reaction and a Psionic Energy die to reduce an ally's damage by the die roll saves squishy casters from lethal blows. At level 16, take the Resilient (Wisdom) feat to permanently fix your vulnerability to mid-tier crowd control.
Levels 17-20
Level 17 brings your second Action Surge. At level 18, you gain Telekinetic Master, allowing you to use Telekinetic Adept for free a number of times equal to your Proficiency Bonus. This gives you unparalleled resource-free battlefield control. Finish your build at level 19 with a Constitution ASI to maximize your Dwarven Toughness, and enjoy your fourth attack at level 20.
Recommended Feats
Heavy Armor Master
Take this at level 4. It rounds your 15 Strength up to 16, and the flat 3-point reduction to non-magical bludgeoning, piercing, and slashing damage makes you nearly invincible in Tier 1 and Tier 2. When combined with Dwarven Toughness, your effective HP pool is astronomical.
Resilient (Wisdom)
Essential by level 12 or 16. While Guarded Mind helps against magic you can see, Resilient gives you proficiency in Wisdom saving throws to protect against non-spell abilities like a Dragon's Frightful Presence. A Fighter who gets mind-controlled is a dead Fighter.
Skill Expert
A great half-feat to round out your 13 Constitution to a 14. Put the Expertise into Athletics. Even with Telekinetic Adept, sometimes you just need to grapple a target to the floor, and Athletics Expertise guarantees you will win those contested checks.
Gear Progression
Tier 1 (Levels 1-4)
Secure Splint Armor as soon as possible to maximize your AC. Wield a Maul or Greatsword to take advantage of your high Strength. Look for a simple +1 Weapon to bypass non-magical resistances.
Tier 2 (Levels 5-10)
Upgrade to Plate Armor. Seek out a Belt of Hill Giant Strength if your DM allows it, though a +2 Maul is your standard priority. You also want a Cloak of Protection to bolster your saving throws before Guarded Mind comes online.
Tier 3 (Levels 11-16)
This is where you beg your DM for a Dwarven Thrower. It perfectly fits the telekinetic flavor of the Psi Warrior, dealing massive extra damage when thrown and returning to your hand instantly. It capitalizes on your Dwarf heritage beautifully.
Tier 4 (Levels 17-20)
Aim for Armor of Invulnerability. You already reduce damage with Bulwark of Force and have high HP from Dwarven Toughness; gaining resistance to all non-magical damage makes you a literal god of the battlefield. Pair with a Belt of Storm Giant Strength.
Party Composition
As a Dwarf Psi Warrior, your primary role is the Frontline Controller. You aren't just dealing damage; you are actively moving enemies with Telekinetic Adept and protecting allies with Bulwark of Force. Because you operate best in the thick of melee, you need allies who can capitalize on clustered enemies.
Pair this build with a Light Domain Cleric or a Fiend Warlock. When your Cleric casts Spirit Guardians or your Warlock drops a Wall of Fire, you can use Telekinetic Adept to physically throw enemies back into the hazard zones. Your Guarded Mind ensures you won't easily fall prey to friendly-fire control effects.
You also synergize perfectly with a Rogue. By moving enemies into the Rogue's melee range with your psionics, you trigger their Sneak Attack conditions without forcing the Rogue to burn their Cunning Action on movement.
Multiclass Options
Barbarian 2
A two-level dip into Barbarian grants you Rage and Reckless Attack. Rage damage resistance stacks beautifully with your massive Dwarven Toughness HP pool, and Reckless Attack ensures your three Fighter attacks always land. Just remember you cannot use Guarded Mind if you are Raging and cannot see the magic being cast.
War Magic Wizard 2
Taking two levels of Wizard for Arcane Deflection gives you a reaction to add +4 to a failed saving throw. When you combine Arcane Deflection with the Advantage from your Guarded Mind feature, it becomes mathematically improbable for you to fail an important saving throw.
Common Pitfalls
- Hoarding Psionic Energy Dice: You get twice your Proficiency Bonus in dice per long rest. Don't save them for a boss fight that might not happen. Use them on Telekinetic Adept in standard encounters.
- Forgetting the Die Roll Math: Telekinetic Adept moves enemies 5 feet times the number rolled on the d6. This means movement is unpredictable (5 to 30 feet). Don't plan a strategy that absolutely requires a 20-foot push.
- Overlapping Reactions: Bulwark of Force competes for your Reaction. If you take the Interception fighting style or the Sentinel feat, you will constantly have to choose between protecting an ally with psionics or taking an attack of opportunity.
- Ignoring your 8 Intelligence: While this specific guide leans on PB and die rolls, standard Psi Warriors need INT. Accept that your non-proficient INT saves will be terrible, and rely heavily on Guarded Mind to survive Mind Flayers.
More Questions
Can I use Telekinetic Adept on myself?
Does Bulwark of Force work on magic damage?
How does Guarded Mind interact with invisible spellcasters?
Do Psionic Energy dice regenerate on a short rest?
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
Use Telekinetic Adept to push enemies off cliffs; the d6 roll can force up to 30 feet of movement.
Always keep one Psionic Energy die in reserve for Guarded Mind to counter emergency Hold Person spells.
Combine Heavy Armor Master with Dwarven Toughness to completely ignore weak goblin attacks in Tier 1.
Use Bulwark of Force on your concentration-dependent Wizard to help them pass crucial Constitution saving throws.
Once you hit level 18, use your free Telekinetic Master charges every single combat to control the board.
Other Fighter Subclasses for Dwarf
Other Races for Psi Warrior Fighter
Frequently Asked Questions
Is Psi Warrior a good subclass for Dwarf Fighter?
What makes Psi Warrior different from other Fighter subclasses?
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