Warforged 5e

Warforged are sentient constructs created for war but now seeking purpose in a world at peace. Built from wood, metal, and stone, they have humanoid forms with mechanical features. Warforged don't need to eat, drink, or breathe, and they don't age naturally. Created during the Last War in Eberron, they are now exploring what it means to have free will and find their place in society.

At a Glance

Ability Scores
+2 Constitution, +1 to one other ability score
Size
Medium
Speed
30 ft.
Languages
Common, one other language
Source
Eberron: Rising from the Last War

Racial Traits

TraitDescription
Constructed ResilienceYou were created to have remarkable fortitude. You have advantage on saving throws against being <a href="/rules/conditions/poisoned-condition-5e/">poisoned</a>, and you have resistance to poison damage. You don't need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep.
Sentry's RestWhen you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you <a href="/rules/conditions/unconscious-condition-5e/">unconscious</a>, and you can see and hear as normal.
Integrated ProtectionYour body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will.
Specialized DesignYou gain one skill proficiency and one tool proficiency of your choice.

Common Mistakes

Common Mistake
Forgetting warforged still need long rests (6 hours of Sentry's Rest)
Common Mistake
Thinking warforged are immune to poison (they have advantage and resistance, not immunity)
Common Mistake
Not accounting for the 1-hour donning/doffing time for armor
Common Mistake
Forgetting the +1 AC bonus from Integrated Protection
Common Mistake
Not choosing a skill and tool proficiency for Specialized Design
Common Mistake
Thinking warforged can't be healed by normal healing (they can)

DM Tips

DM Tip
Warforged work best in Eberron but can be adapted to any setting with magical constructs
DM Tip
Their quest for identity and purpose provides excellent character development
DM Tip
Constructed Resilience makes them excellent for harsh environments
DM Tip
Sentry's Rest means they can keep watch without <a href="/rules/core-mechanics/exhaustion-5e/">exhaustion</a>
DM Tip
Consider exploring themes of sentience, free will, and what it means to be alive
DM Tip
They don't need food/water - useful for survival situations
DM Tip
The armor integration mechanic prevents easy disarming
DM Tip
Warforged make great tanks with their natural AC bonus and Constitution boost

Frequently Asked Questions

Sources & Further Reading