The Warforged in 5e is found in Eberron: Rising from the Last War.
Why That Book?
Eberron: Rising from the Last War is the official 5th edition source that brings the Eberron setting into the core D&D rules. In that book, you get the full, final version of Warforged as a playable race—its traits, lore, and how it works in your game.
Earlier, a prototype version of Warforged appeared in the Wayfinder’s Guide to Eberron, but that was playtest material. The version in Rising from the Last War replaces that and becomes the canonical one.
What the Warforged Entry Gives You
Here’s what you’ll find in the Warforged section inside that book:
- Ability Score Bonuses — A boost to Constitution, plus one more point applied to an ability you choose
- Constructed Resilience — They resist poison, disease, don’t need to eat, drink, or breathe, and aren’t subject to magical sleep
- Sentry’s Rest — Instead of sleeping, a Warforged takes a long rest while remaining semi-alert
- Integrated Protection — Their body has built-in defensive layers; armor can be “attached” into their form
- Size, Speed, Age, Alignment — Defines how they fit alongside other races in size, walking speed, typical lifespan (or lack thereof), and moral leanings
- Lore & Roleplaying Hints — How they were created, their place after the Last War, and how to treat them in stories
Some Key Details in Simple Terms
- Warforged are sentient constructs: they were built, but they have thoughts, feelings, and free will.
- Their body is part metal, part magical, part crafted material—but they count as living for most rules.
- They don’t age like humans do, and so far no clear sign of death from old age.
- Their defensive features are stronger than many flesh-races, making them durable in dangerous adventures.
- Because of the integrated armor idea, putting on or removing armor takes longer than usual, because it must be physically merged or detached from their body.

