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Warforged Artificer 5e D&D Guide

Warforged Artificer 5e D&D Guide

The Warforged Artificer is a marvel of both magical forces and keen craftsmanship.

Once forged in the crucible of forgotten wars, this sentient construct melds arcane mastery with the art of invention, wielding enchanted tools and infusing life into inanimate creations. 

As the clang of metal footsteps resonates through enchanted forests and echoing dungeons, the Warforged Artificer stands as a testament to the convergence of ancient lore and mechanical prowess.

Creating a Warforged Artificer


The Warforged were constructed to battle in the Last War and are seen as the outcome of an improved battle machine. These sentient soldiers blend organic and inorganic materials, usually constructed with wood or metal.

Even with their rough exterior, Warforged can still feel emotion and pain. Since the war has ended, most wander without objectives, their only wish now being to serve a higher purpose once again.

SkinWooden muscles as organics, with metal as inorganics forming the skin and protecting its core

Organics – Oak, pine, thorny vines, flowering plants, etc.

Inorganics – Shiny chrome, rusted metal, darkwood, stones, etc.

EyesCrystalline (glowing with a dim, cool light in colors ranging from yellow to red and blue to green)

Note: These features can be slightly changed or modified if some variations don’t fit your character.

Warforged Subraces

Warforged had older models, but most didn’t survive the war or were destroyed due to their inept building quality.

Artificer Class Features

Hit Points

Hit Dice1d8 per Artificer level
HP at level 18 + Constitution modifier
HP at Higher levels1d8 (or 5) + Constitution modifier per Artificer level after level 1


ArmorLight armor, Medium armor, Shields
WeaponsSimple weapons
ToolsOne type of Artisan’s tools you choose, Tinker’s tools and Thieves’ tools
Saving ThrowsConstitution, Intelligence
SkillsChoose two – Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Artificer Specialties

Reaching level 3 means you can choose from the 4 main specialties Artificers have, each excelling in different ways – but in the end, all that matters is what relates most with your character.

Alchemist – Combine reagents using alchemy to produce powerful mystical effects, using your creations to provide life or leech it away.

Armorer – Magically alter your armor, being enhanced to match the Artificer’s magic, unleashing devastating attacks and generating menacing defense.

Artillerist – Hurl explosions, energy, and projectiles using magic – wield destructive power enough to turn the tides of war.

Battle Smith – A combination of protection and medicine used to defend others or repair materials and personnel. You are also joined by a steel defender, a construct of your own design.

Combining Artificer With Warforged

Determining Your Artificer Subclass

Choosing a subclass is subjective, but you’ll need to remember what your character wants to do and what stats fit best with their subclass if you want the most out of them.

ArmorerDefender or Scout
Battle SmithDefender/Healer/Striker

Optimal Warforged Subrace

Luckily, for those who struggle to pick between subraces, Warforged doesn’t have any distinct subraces. 

However, they do have their standard model, which comes with an increased Constitution (2) score and a choice to increase one other ability score by 1.

If you’re looking to optimize your build, you can go with ability scores that Artificers often use (mainly Intelligence followed by Constitution and Dexterity to get +2 in AC).

Since Warforged has such high Constitution and inherent AC bonuses, you will be tankier than traditional Artificers, allowing for some strategies that wouldn’t have been possible without it.

Your Warforged Artificer Background

Your Warforged Artificer needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.

Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?

Place of Birth

Think of the environment a Warforged Artificer grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.

Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring your character alive.

Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.

Characteristics and Personality Traits

Warforged Artificers use their technological superiority and knowledge of this craft to imbue items with magic, cast spells, and wield tools too powerful to be handled by ordinary fleshy races.

Warforged Artificer Examples:

  • I am easily distracted by never-before-seen machines, often becoming sidetracked even on essential missions.
  • I always want to know what makes people tick and how things work.

Ideals, Bonds, and Flaws

Ideal – Express one ideal that is a driving force in a Warforged Artificer’s life – their conviction, ethical principle, and moral standing (probably something about nature).

My talents were given to me so I could use them to benefit the world.

Bonds – Think of a single bond that your Warforged Artificer has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.

The workshop where I was taught is the most important place in the entire world to me.

Flaws – Choose a single flaw for a Warforged Artificer – their unhealthy compulsion, greatest fear/weakness, or most vile vice.

I made a terrible mistake in a battle that cost many lives – and I would do anything to keep that mistake secret.


Inspiration is used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaws.

My inventive nature draws me to creating, finding, or experimenting with technology foreign to me.

Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.

Supplies and Gear For Warforged Artificers

Artificers start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.

  • Any two simple weapons
  • A light crossbow and 20 bolts
  • (a) Studded leather armor or (b) Scale mail
  • Thieves’ tools and Dungeoneer’s pack

You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.

Note: By using your starting wealth, you can buy your own equipment (5d4 x 10 GP for Artificers).

Final Thoughts

The Warforged Artificer combo might not be very popular, but their similarities work so well together that their low popularity doesn’t make too much sense.

It combines the skills of a spellcasting tinkerer, capable of creating its own constructs, casting spells, and infusing items with magic, with a near-undying construct brought to life by the very practices it now uses.

This combo not only has great flavor but can be taken into consideration and used as an essential plot line in an over-arching Adventure or Campaign!