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Githyanki Fighter Build (2014 Rules)

2014 PHB Fighter; MToF 2018 Githyanki (Legacy)

From the Crit Hit Ceramics editorial team. See our editorial standards for sourcing, corrections, and assisted-drafting practices.

Rules edition: This build uses the 2014 Fighter and the Githyanki presented in Mordenkainen’s Tome of Foes (2018). It is a legacy combination; the revised Githyanki entry has different traits. Use the version allowed by your DM, and do not combine features from both entries.

A Githyanki Fighter works because the class supplies reliable weapon and armor training while the older Githyanki entry adds a small set of psionic spells and a martial background. The most useful choices are usually Strength or Dexterity, Constitution, and a fighting style that matches your weapon. Intelligence supports a few specific options, but it is not a substitute for the ability score that powers your attacks.

2018 Githyanki Features: What You Actually Get

The Githyanki in Mordenkainen’s Tome of Foes increases Strength by 2 and Intelligence by 1. Its Martial Prodigy training grants light and medium armor proficiency and proficiency with longswords, shortswords, and greatswords. A Fighter already has proficiency with every armor type, shields, and martial weapons, so most of that equipment training overlaps with the class rather than adding a new combat bonus. It can still matter if you multiclass or later choose another class.

Decadent Mastery also gives you one language of your choice and proficiency in one skill or tool of your choice. Pick something that fits the campaign: History or Arcana for a character focused on githyanki culture and planar conflict, or a tool proficiency for a more practical role. This is a separate character-creation choice, not a Fighter feature.

Githyanki Psionics gives you mage hand at will; the hand is invisible when you cast it through this trait. At character level 3, you can cast jump once per long rest, and at character level 5, you can cast misty step once per long rest. Intelligence is your spellcasting ability for these spells. This version does not grant nondetection at level 9, and jump is not an at-will ability. The spells do not use your Fighter resources or spell slots.

Choose Your Fighter’s Main Ability

The 2014 Fighter’s primary combat ability is Strength or Dexterity, depending on your weapons. Constitution supports hit points and the class’s Strength and Constitution saving throw proficiencies. Intelligence is a secondary choice, useful if you select Eldritch Knight or the optional Psi Warrior from Tasha’s Cauldron of Everything; it is not the ability used for Battle Master maneuver save DCs.

For a Strength-based point-buy example, start with Strength 15, Dexterity 13, Constitution 14, Intelligence 12, Wisdom 10, and Charisma 8. That uses all 27 points before the MToF increases, resulting in Strength 17 and Intelligence 13. A Dexterity-based Fighter can instead make Dexterity the highest score and use a finesse or ranged weapon; the older Githyanki Strength increase does not force you to fight with Strength.

Fighters receive Ability Score Improvements more often than most classes: at Fighter levels 4, 6, 8, 12, 14, 16, and 19. Raise the ability used by your attacks first, then consider Constitution or a feat. Martial Archetype begins at level 3, and Extra Attack arrives at level 5. Do not plan a level-4-only ASI progression as if every Fighter waited until level 8 for the next improvement.

Pick a Martial Archetype for Its Real Features

Battle Master adds maneuvers and superiority dice for tactical control. The save DC for a maneuver that calls for a saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice), not Intelligence. A higher Intelligence can help with skills or roleplay, but it does not raise that DC. Maneuvers that use attack rolls or ability checks have their own instructions.

Eldritch Knight uses Intelligence for its Fighter spells, so the MToF increase can support its spell save DC and spell attacks. You still need Strength or Dexterity for weapon attacks. The Githyanki’s jump and misty step can complement that spell list, but they do not replace your chosen spells or remove the subclass’s normal limits.

Psi Warrior is an optional Tasha’s subclass, not an automatic feature of being Githyanki. It uses its own Psionic Energy dice and Intelligence-based features. Those resources are separate from the Githyanki’s once-per-long-rest spells. Champion is a simpler route if you want to focus on weapon attacks rather than another resource system.

Use the Spells Without Overpromising Them

Mage hand is useful for manipulating an unattended object at range; invisibility makes the hand less noticeable, but it does not make the object or its effects invisible. Jump requires concentration. Under the 2014 movement rules, a running long jump normally covers up to your Strength score in feet, while a running high jump reaches 3 feet plus your Strength modifier. The spell triples jump distance, but your available movement and the required running start still matter.

Misty step is a bonus-action teleport to an unoccupied space you can see within 30 feet. It can get you past a barrier or out of a dangerous position, but it competes for your bonus action: you cannot use it on the same turn as Second Wind, Polearm Master’s bonus attack, or a bonus attack from Great Weapon Master. Each use from Githyanki Psionics returns after a long rest; it is not an unlimited escape button.

Weapons, Feats, and Turn Planning

A greatsword works naturally with a Strength build and Great Weapon Master if the feat is allowed. Polearm Master and Sentinel can support a reach-and-control plan, though Fighters already know how to use polearms and shields; the older Githyanki sword proficiencies do not grant polearm proficiency by themselves. Remember that Polearm Master’s bonus attack competes with misty step and Second Wind.

War Caster is most relevant for an Eldritch Knight or another build that regularly concentrates on spells. A Fighter who starts in that class already has Constitution saving throw proficiency; the feat’s advantage on concentration saves may still help, but it is not a prerequisite for using Githyanki Psionics. Choose it for the features you will use, not because every Githyanki is assumed to be a caster.

In a fight, use weapon attacks as your dependable plan. Spend jump when vertical or horizontal movement meaningfully changes access to a target, and save misty step for a position that is otherwise costly to reach or leave. A Fighter’s bonus action is often busy, so decide whether a turn needs Second Wind, a feat attack, or teleportation before spending it.

Official Rules Sources

Related guides: Read the 2014 Fighter class guide for class-wide options and the D&D race guide for a broader species overview. Githyanki identity and setting lore depend on the campaign, so coordinate those details with your DM.

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