Handmade in Richmond, Indiana Free U.S. shipping on orders $99+ Built to roll. See the proof

Warforged Barbarian/Monk Multiclass Guide (2014 Rules)

2014 class and multiclass rules; Warforged from Eberron: Rising from the Last War

From the Crit Hit Ceramics editorial team. See our editorial standards for sourcing, corrections, and assisted-drafting practices.

Rules edition: This multiclass guide uses the 2014 fifth-edition Barbarian and Monk rules with the final Warforged species from Eberron: Rising from the Last War (2019). The Warforged playtest versions used different armor rules; don’t mix those with the published species.

A Warforged Barbarian/Monk can combine Rage, unarmed attacks, mobility, and durability, but the build asks for several ability scores and gives up higher-level features from both classes. Its features do not all conflict: you can use Strength for Monk attacks and still gain Rage damage, and most Ki features are not spells. The real costs are multiclass requirements, bonus-action timing, armor restrictions, and the fact that Extra Attack does not stack.

Use the published Warforged traits

The final Warforged gains +2 Constitution and +1 to one other ability score. Integrated Protection gives a +1 bonus to AC and lets the Warforged incorporate armor with which it is proficient. The older playtest version instead had selectable AC calculations such as Darkwood Core, but that is not the published Eberron: Rising from the Last War trait. The final version does not add your proficiency bonus to your AC.

Constructed Resilience grants advantage on saving throws against being poisoned and resistance to poison damage; it does not grant immunity to poison damage. Warforged also do not need to eat, drink, breathe, or sleep, and are immune to disease. Their six-hour Sentry’s Rest requirement is useful for watch rotations, but it does not make them immune to exhaustion or other conditions.

Meet the multiclass requirements

The 2014 multiclass rules are optional and require DM approval. Barbarian requires Strength 13; Monk requires Dexterity 13 and Wisdom 13. A character taking both classes needs Strength, Dexterity, and Wisdom at 13 or higher. Constitution is also valuable for hit points and Barbarian features, leaving few scores to spare. The Warforged’s +1 can support one of the required scores, but the +2 Constitution does not solve the other prerequisites.

For a Rage-focused build, use Strength for attacks so Rage’s damage bonus applies. Monk’s Martial Arts lets you choose Dexterity or Strength for attacks with unarmed strikes and Monk weapons; using Strength is allowed. A Strength-focused Warforged can still use the Martial Arts die and eligible bonus-action attacks, provided it meets the feature’s other requirements.

Rage and Ki can work together

Rage takes a bonus action to start. On that turn, you cannot also use your bonus action for Martial Arts or Flurry of Blows. On later turns, if you take the Attack action with an unarmed strike or Monk weapon, you can use your bonus action for the Martial Arts strike or spend Ki for Flurry of Blows. Patient Defense and Step of the Wind are also Ki features, not spells.

Rage prevents you from casting spells or concentrating on them. It does not shut off every Monk feature simply because it uses Ki. If you choose the Way of the Four Elements, however, a technique that casts a spell cannot be used while you are raging. Check the wording of each feature rather than treating all Ki as magic.

Choose one Unarmored Defense calculation

Barbarian Unarmored Defense sets AC to 10 + Dexterity modifier + Constitution modifier. Monk Unarmored Defense sets it to 10 + Dexterity modifier + Wisdom modifier. You can use only one calculation at a time; the Warforged’s +1 AC bonus then applies on top of the chosen calculation.

Monk Martial Arts and several Monk features require that you wear no armor and wield no shield. Integrated Protection does not require armor, so the Warforged can use its +1 AC bonus while unarmored. If you incorporate armor or take a shield, check which Monk features stop working before choosing that setup.

Plan the level split around one main class

  • Barbarian first: Reaching Barbarian 5 grants Extra Attack and the class’s early durability before adding Monk levels. A Monk dip can add Martial Arts options and mobility, but it delays later Barbarian features.
  • Monk first: Reaching Monk 5 grants Extra Attack, Stunning Strike, and more Ki before taking Barbarian levels. A Barbarian dip adds Rage and another defensive option, but delays Monk progression.

Extra Attack from Barbarian and Monk does not combine into three attacks. If both classes reach level 5, you still use only one Extra Attack feature. Pick the class whose later features matter most, and add levels in the other only for specific abilities you are willing to delay.

Rage itself uses a bonus action and has limited uses, so decide when to activate it rather than expecting every turn to include every feature. This build works best when your table enjoys its hybrid playstyle; a single-class Barbarian or Monk reaches its core progression sooner and needs fewer ability scores.

Official Rules Sources

Join the party

New drops. Rare runs. No spam.

Be first in line when a new batch leaves the kiln.