Warforged Barbarians are formidable combinations of steel and savagery, a towering, hulking figure crafted entirely of metal – a sentient living weapon designed to wreak havoc upon its enemies.
Warforged Barbarians possess a primal, animalistic spirit that burns hot like the fires of the forge that birthed them.
When they rage, their mechanical body trembles with raw, untamed power, and their eyes glow with an otherworldly fury.
They laugh in the face of danger, daring any opponent to challenge their indomitable will.
And if by some miracle they are brought low, fear not – for the Warforged Barbarian is nigh unkillable, with a body that can be repaired and regenerated through the power of magic.
If you seek a fearless, unstoppable warrior to lead your party into battle, look no further than a Warforged Barbarian!
Creating a Warforged Barbarian
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 once again serve a higher purpose.
|Skin||Wooden 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.
Note: These features can be slightly changed or modified if some variations don’t fit your character.
Warforged had older models, but most didn’t survive the war or were destroyed due to their inept building quality.
Barbarian Class Features
|Hit Dice||1d12 per Barbarian level|
|HP at level 1||12 + Constitution modifier|
|HP at Higher levels||1d12 (or 7) + Constitution modifier per Barbarian level after level 1|
|Armor||Light armor, Medium Armor, Shields|
|Weapons||Simple weapons, Martial weapons|
|Saving Throws||Strength. Constitution|
|Skills||Choose two – Animal handling, Athletics, Intimidation, Nature, Perception, and Survival|
Barbarian Primal Paths
Arriving at level 3 allows you to choose from 8 different Barbarian Primal Paths. Each path has a different playstyle, so you’ll have to choose the one that you find interesting, or that fits your character most.
Ancestral Guardian – Ancestral Guardians revere their ancestors, using ancestral guardian spirits for aid. These spirits bolster their fighting spirits and strengthen them physically, allowing them to fight off even the toughest foes.
Battlerager (Dwarfs only) – Called Kuldjargh (translating to “axe idiot”) by the dwarfs, Battleragers worship the gods of war.
They wear bulky armor adorned with spikes, needlessly throwing themselves into battle, using even their body as a weapon, and surrendering their sanity to the fury of battle.
Beast – Path of the Beast Barbarians draw their fury from the beast dwelling deep within their soul. If they let it take over, they physically transform, gaining many benefits.
Note: You may describe the origin of your bestial powers or roll for it.
Berserker – Berserkers use their rage to become unfathomably violent, entering a frenzy and getting a thrill like no other from battle.
In many cases, their fury overwhelms their rational thoughts, causing them to ignore their health and well-being.
Storm Herald – Storm Heralds are taught to transform their rage into a mantle of primal magic that whirls around them, and when enraged, they create powerful magical effects.
These Barbarians are nature’s protectors, often found in the far reaches of the world, training with druids and rangers and keeping nature safe from those who would harm it.
Totem Warrior – Totem Warriors go on a spiritual journey, accepting a spirit animal as their guide, inspiration, and protector. In battle, the spirit fills them with magical power, giving them magical fuel for their rage.
Wild Magic – Wild Magic Barbarians feel the rampant magic of the Feywild and the Upper Planes, transforming them and manifesting the otherworldly magic of their ancestors.
Note: Elves, tieflings, aasimar, and genasi Barbarians often walk this path.
Zealot – Zealots are Barbarians who fight ferocious battles in the name of their deity, channeling their rage into powerful exhibits of divine power. Deities who inspire Zealots are usually gods of violence, destruction, and combat.
Combining Class With Race
Determining Your Subclass
Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.
|Ancestral Guardian||Defender/Striker/Utility Caster|
When looking at the Warforged, you’ll be best off taking their standard build, as it naturally has a Constitution bonus (2), also allowing you to increase another ability score, the best being Strength (1).
These bonuses will affect your proficient saving throws and increase your damage and HP.
Your Warforged Barbarian needs a unique background that will affect their choices, how they see the world, and what they want 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
A Warforged Barbarian needs a unique background that will affect their choices, as well as the way they see the world and what they want to achieve.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their 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 are old beings constructed for war and knowing nothing but battle.
Luckily, some have changed, others even becoming entirely different, something you should keep in mind when creating your Warforged character.
Warforged Barbarian Examples:
- I once sprinted twenty-five miles without stopping to warn my kingdom of an orc horde that was approaching. If I must, I’d do it again.
- I’m confident in my abilities and do what I can to instill confidence in others.
- The leader of my kingdom had something wise to say on each topic, and I am eager to share their wisdom.
If you want to, you can give your Warforged a rare trait, just don’t make it overpowered, the DM can easily choose to dismiss it.
For some odd reason, the wood used for my innards has become alive, moving as if they are giant branched snakes.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Warforged Barbarian’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 Barbarian 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 Barbarian – 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.
The DM can use inspiration to reward you for playing according to your bond, personality traits, ideals, and flaw.
I know about the arts of the Barbarian, and I’m willing to teach those who want to listen.
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
Barbarians 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.
- (a) Greataxe or (b) Any martial melee weapon
- (a) Two handaxes or (b) Any simple weapon
- Four javelins and an explorer’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 (2d4 x 10 GP for Barbarians).
Warforged make excellent Barbarians due to their high HP and their impenetrable armor. However, they make up for the damage thanks to the Barbarian and their ability to go into a frenzied rage.
They even have natural resilience, heightening their fortitude and further increasing how tanky they are. This turns them into a frenzied tank dealing and soaking heaps of damage.
If you ever encounter one, you can approach them but don’t come off as violent or threatening, as they can easily see you as a threat.
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