Best Feats for Psi Warrior Fighter 5e
by Prince Phantom
Flavor-wise, I think the Psi Warrior is my favorite Fighter subclass. Obvious comparisons to a galaxy far far away aside, the harmony between the added psychic elements and the existing Fighter playstyle is sublime, and the progression of our psychic powers feels natural and consistent.
Mechanically, this subclass feels like a Battle Master whose maneuvers have already been chosen for us. Granted, this means we are still a very good Fighter subclass, definitely above average, we just may not have quite the versatility of our closest comparison. However, this fact does make our feat selection much more straightforward, as we have clear features and abilities to build around.
Best Feats for Psi Warrior Fighter 5e
Crossbow Expert/Sharpshooter (ASAP): Ok, I know you all want to pick up a Sunblade and pretend you’re from a planet with twin suns, but that is not a good build for damage, even with the magic sword. If you really want to live the melee fantasy, there’s nothing wrong with going that route for this subclass. In fact, a number of our abilities require us to be within 30ft of our target, so we are actually incentivized to stay at least close to our opponents. Even still, playing at range is optimal. Dexterity is a better stat than Strength, it keeps us safer from melee attacks, and we can pick our targets with greater freedom.
Magic Initiate (Lv 6): Since we actually care about our Intelligence, we might consider actually picking some spells that use it, unlike most people who take this feat. Find Familiar is still our strongest option, but if someone else in the party already has a familiar, you could branch out into something like Shield, Fog Cloud, Absorb Elements, Silvery Barbs, or Hideous Laughter. As for cantrips, Booming Blade is good for multiclass builds that may not get extra attack for awhile, but a few utility cantrips will also work well.
Fey Touched (Lv 6): Being able to increase our Intelligence as we take this feat is great, as we care about our Intelligence enough to make it good at character creation, but maybe not enough to actually put an ability score improvement into it. Misty Step and Silvery Barbs are wonderful tools to add to our box, helping us get away from danger and help a friend land a save or suck spell.
Gift of the Gem Dragon (Lv 8): We got a really cool forced movement option last level, which pushes an enemy back 10ft and knocks them prone. If we do this to an enemy, there is a very good chance they cannot reach us to make melee attacks. If, however, they still can, this feat allows us to push them back after the first attack. Since they surely don’t have much movement left, they can’t get back to us to finish their multiattack, and we get a free disengage. The Intelligence bonus also helps the DC for both of these things.
Crusher/Slasher (Lv 8): If you did go with a melee build, Crusher works great with our forced movement, stacking really well since we are knocking the enemy prone. Slasher works in much the same way, and with Polearm Master we could apply both in the same round with a halberd or glaive.
Telekinetic (Lv 8): Most of the time our bonus action will be taken up by Crossbow Expert, but the 5ft shove from this feat just solves so many problems that an additional attack does not. Getting that last bit of push to get an enemy where you want them, automatically saving allies from grapples and restraints, and pushing an extra enemy into the Cleric’s Spirit Guardians.
Telepathic (Lv 10): While this does definitely have some out of combat utility, I just love this for the flavor. Our subclass abilities focus on telekinesis, so taking a feat for telepathy really rounds out the concept I would be going for. It helps that this also increases our Intelligence, meaning I really don’t have to feel bad about taking this.
Lucky (Lv 12): I think I read somewhere that Jedi can see 2 seconds into the future somewhere, or at least something like that. Anyway, here’s how you mechanically make that happen in D&D. It’s also just a good feat, allowing us to dodge crits and succeed saving throws we should have failed.
Ritual Caster (Lv 12): We have the Intelligence needed to take this, so if you fancy a splash of magical utility in your life and have the means to fill your book with rituals, this is a wonderful choice that will give your fighter much more to do out of combat.
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