Warforged Point Buy Guide for D&D 5e
Warforged from Eberron: Rising from the Last War are constructs built as soldiers during the Last War, now free to forge their own destinies. They're one of the mechanically strongest races in 5e: +2 CON, +1 to any stat, and Integrated Protection — an always-on +1 to AC that stacks with armor. A Warforged Fighter in plate armor has 19 AC at level 1 without a shield. Combined with immunity to disease, not needing to sleep, and advantage on saves against poison, Warforged are exceptional at nearly every class.
Warforged Lore & Background
Created by the dragonmarked House Cannith during the Last War of Khorvaire, Warforged were built as instruments of war — but the Treaty of Thronehold granted them freedom and personhood. Warforged grapple with questions of identity, purpose, and what it means to be a person without the biological life cycle that other races take for granted. They don't eat, sleep, or breathe, though they do need to rest. In Eberron campaigns (Sharn: City of Towers is an excellent starting point), Warforged face discrimination and find their place in a world that no longer needs them as soldiers.
Mechanical Traits
Warforged traits: +2 CON, +1 to any one ability score, Constructed Resilience (immunity to disease; advantage on saving throws against being poisoned; poison resistance; don't need to eat, drink, or breathe; don't need to sleep, though still need 6-hour rest), Sentry's Rest (during long rest, remain semiconscious and aware), Integrated Protection (+1 bonus to AC, and you can wear armor and have it become part of your body), Specialized Design (one skill proficiency and one tool proficiency).
Ability Score Bonuses
2014 PHB
+2 CON and +1 to any ability score. The flexibility of that +1 makes Warforged viable for literally any class — +1 STR for Fighter, +1 WIS for Cleric, +1 CHA for Paladin, +1 DEX for Rogue. CON+2 is universally valuable for concentration, HP, and Constitution saves.
2024 PHB
Under 2024 rules, ASIs are flexible. Warforged traits remain exceptional — the always-on +1 AC bonus is particularly strong.
Sample Point Buy Builds
Battle Master Fighter
STR 15 / DEX 8 / CON 13+2 / INT 13+1 / WIS 10 / CHA 8. CON 15, INT 14. Plate armor + Integrated Protection = 19 AC. 25 points.
Forge Cleric
STR 10 / DEX 8 / CON 13+2 / INT 8 / WIS 14+1 / CHA 12. WIS 15, CON 15. Heavy armor + Integrated Protection + Forge Cleric subclass features. 22 points.
Armorer Artificer
STR 10 / DEX 13 / CON 13+2 / INT 14+1 / WIS 10 / CHA 8. CON 15, INT 15. The iconic Warforged build — a walking suit of armor. 23 points.
Best Class Pairings for Warforged
Integrated Protection gives +1 AC always, meaning a Fighter in plate has 19 AC at level 1. CON+2 boosts Second Wind. The flexibility of the +1 ASI covers any Fighter specialization.
Thematically perfect, and Artificer's infusions can be built into Warforged body parts. Integrated Protection stacks with Artificer's armor infusions.
CON+2 covers Unarmored Defense, Rage HP, and Constitution saves. Constructed Resilience means no hangover from poison effects (or avoiding poisoned condition with advantage).
+1 WIS from the free ASI, +2 CON for concentration and survivability, and Integrated Protection keeping the healer alive.
Integrated Protection + plate armor + shields can reach 22 AC at level 1, which is absurd and makes Paladins nearly untouchable at early levels.
Common Build Mistakes
Undervaluing Constructed Resilience. Immunity to disease and advantage vs poison saves sounds minor until the party hits an encounter with a Poisoned condition — Warforged just don't get poisoned, while everyone else is rolling at disadvantage. Also: Integrated Protection is always active, but you still need to wear armor for it to stack.
Frequently Asked Questions — Warforged
Does Warforged Integrated Protection stack with armor?
Can a Warforged be a caster?
Do Warforged age?
Is Warforged legal in non-Eberron campaigns?
Can a Warforged use Integrated Protection with no armor?
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