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Warforged Cleric Build Guide (2014 Rules): Legacy Edition

This is a 2014 legacy build using the Warforged and class features from Eberron: Rising from the Last War , with optional Artificer rules from Tasha’s Cauldron of Everything . The fixed species bonuses and Infuse Item multiclass advice are intentional legacy mechanics, not 2024 Cleric or revised Artificer rules.

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

Build a Warforged Cleric with 2014 Rules

A Warforged Cleric pairs a durable frontline character with flexible divine spellcasting. The combination works across several domains: Life brings dependable healing, Forge and War support armored combat, and Twilight adds unusually strong party protection. Your domain determines your armor training and combat role; the Warforged features add a small defensive bonus and a distinctive roleplaying perspective.

Rules scope: This guide uses the legacy Warforged from Eberron: Rising from the Last War and the 2014 Cleric. Forge comes from Xanathar’s Guide to Everything; Twilight comes from Tasha’s Cauldron of Everything. The Artificer multiclass notes use its legacy rules. These options are not the revised 2024 species and class rules.

What the Legacy Warforged Gives a Cleric

The legacy Warforged receives +2 Constitution and +1 to one other ability score. Put the +1 in Wisdom for stronger Cleric spellcasting, or use the table’s permitted ability-score rules if your build uses character-creation options that customize those bonuses. Constitution supports hit points and concentration checks, but it does not replace careful positioning.

Integrated Protection gives you a +1 bonus to AC. It does not provide a separate 11 + Dexterity + proficiency calculation, and it does not grant heavy-armor proficiency or remove heavy armor’s Stealth disadvantage. You can wear only armor with which you are proficient. To don armor other than a shield, incorporate it into your body over one hour while remaining in contact with it; doffing it takes one hour. While you live, incorporated armor cannot be removed against your will. Choose armor based on your domain’s proficiencies and your Strength score.

Constructed Resilience grants advantage on saving throws against being poisoned, resistance to poison damage, and immunity to disease. You do not need to eat, drink, or breathe. Sentry’s Rest means that during a long rest you spend at least six hours inactive and motionless rather than sleeping; you remain conscious and can see and hear. These traits are useful, but they do not make you immune to poison or remove the need for a long rest.

Choose a Domain for the Job You Want

Life: dependable healer in armor

Life grants heavy-armor proficiency at Cleric 1, so you do not need a multiclass or feat to use heavy armor. Disciple of Life improves healing spells that restore hit points. It is a straightforward support choice if you want to protect allies and stay near the action.

Forge: smith, defender, and fire-resistant frontline

Forge also grants heavy-armor proficiency. Blessing of the Forge can improve one nonmagical suit of armor or weapon at the end of a long rest. At Cleric 6, Soul of the Forge grants resistance to fire damage and a +1 AC bonus while you wear heavy armor. It grants fire resistance, not immunity. Forge is a natural fit for a Warforged, though the character’s beliefs and history can make the theme your own.

War: weapon-focused combatant

War grants heavy-armor and martial-weapon proficiency. War Priest lets you make a weapon attack as a bonus action after taking the Attack action, a limited-use feature that competes with spells such as healing word and spiritual weapon for your bonus action. Guided Strike adds +10 to an attack roll after seeing the roll, and War God’s Blessing can use that benefit to help an ally. Pick War if you want weapon attacks to be a regular part of your turn.

Twilight: party protection and exceptional darkvision

Twilight grants heavy-armor and martial-weapon proficiency. Eyes of Night gives you 300-foot darkvision; legacy Warforged do not have species-granted darkvision to stack with it. Twilight Sanctuary creates a 30-foot-radius sphere for up to one minute. When a creature ends its turn in the sphere, you can grant it temporary hit points equal to 1d6 + your Cleric level or end one effect causing it to be charmed or frightened. Temporary hit points do not stack with other temporary hit points, and this feature does not restore actual hit points.

Other domains can work too. A Cleric’s domain should reflect the character and campaign; the Warforged species does not require an armor-heavy subclass.

Ability Scores, Armor, and Feats

Prioritize Wisdom, then Constitution. Set Strength high enough for your chosen armor and weapon plan: heavy armor can reduce your speed if your Strength is below its listed requirement. Dexterity matters more if you choose medium armor and want to benefit from its Dexterity cap. Intelligence and Charisma can usually remain lower unless your character concept or multiclass plan needs them.

For a point-buy example using the legacy fixed bonuses, start with Strength 14, Dexterity 10, Constitution 14, Intelligence 8, Wisdom 15, and Charisma 10. Put the +2 in Constitution and +1 in Wisdom for final scores of 14, 10, 16, 8, 16, and 10. Increase Wisdom at Cleric Ability Score Improvement levels unless a feat better supports your role. Use a shield if you want more AC and your spell-component setup permits it.

  • War Caster helps maintain concentration and supports somatic spell components while your hands are occupied. Its opportunity-spell option is situational; it is not a reason to leave your concentration spells unprotected.
  • Resilient (Constitution) can improve Constitution saves and concentration, especially if you began with an odd Constitution score. Resilient (Wisdom) does not grant a new saving-throw proficiency to a single-class Cleric, who already has Wisdom-save proficiency.
  • Heavy Armor Master can reduce incoming nonmagical bludgeoning, piercing, and slashing damage and increase Strength by 1. Its value depends on the campaign’s enemies and your Strength score.
  • Sentinel can help a melee Cleric control nearby enemies, but it competes with spellcasting and positioning. Take it when protecting a particular ally or holding a line is central to your play.

Spells and Turn Planning

Clerics prepare spells after a long rest from the Cleric spell list. Your domain spells are always prepared and do not count against that number. At low levels, bless is a strong concentration option, while healing word can restore an ally from range as a bonus action. Shield of faith is another concentration choice when defense matters more than the benefit from bless.

Spiritual weapon uses a bonus action to cast and to attack on later turns, but it does not require concentration under the 2014 spell. That means it can run alongside concentration spells such as bless or spirit guardians. At Cleric 5, spirit guardians can deal recurring damage and halve affected creatures’ speed in its area; it requires concentration. Avoid describing it as a damage-only aura, and remember that maintaining it depends on your concentration saves and position.

Prepare utility and recovery options for the expected day. Lesser restoration, dispel magic, and remove curse address problems that damage spells cannot. Revivify is a 3rd-level spell, available when you can cast 3rd-level Cleric spells, and requires a diamond worth 300 gp, which the spell consumes.

Multiclassing: Usually Optional

A single-class Cleric gains domain features, higher-level spells, and Ability Score Improvements on schedule. Multiclass only for a specific feature you expect to use often. A character must meet the multiclass prerequisites for both classes: Cleric requires Wisdom 13, Fighter requires Strength or Dexterity 13, and legacy Artificer requires Intelligence 13.

Taking Fighter after Cleric grants light armor, medium armor, shields, simple weapons, and martial weapons through the multiclass proficiency rules; it does not grant heavy-armor proficiency. Starting as Fighter grants the Fighter’s starting proficiencies, including heavy armor. Check the campaign’s rules before planning around a dip.

A two-level legacy Artificer dip can provide Infuse Item, but it delays Cleric spell and domain progression and requires Intelligence 13. Multiclass spell slots are calculated using the multiclass spellcasting rules, including rounding up half your Artificer levels; those slots do not make higher-level Cleric or Artificer spells available before you reach the required level in that class. An infusion can improve eligible nonmagical equipment, subject to the number and type of infusions you know and can maintain. Consider this route for its specific tools or infusions, not because Warforged need to become an Artificer.

Background and Roleplaying Hooks

Acolyte suits a Warforged who entered a religious community; Soldier fits one who served before finding a new purpose. A campaign using Curse of Strahd may allow the Haunted One background for a character shaped by war or horror. Backgrounds are story and skill choices, not requirements for the build.

Decide whether your character was made for a religious order, found faith after military service, or understands divinity in a way their creators never intended. Their beliefs can come from conviction, curiosity, gratitude, or doubt. These choices give the Warforged identity more depth than treating them as a construct that is automatically emotionless or spiritually unusual.

For a table-ready character, choose the domain first, meet its armor requirements, and build around Wisdom and Constitution. Keep your concentration spell active when it matters, use your bonus action deliberately, and treat the Warforged’s traits as helpful defenses rather than immunity to danger.

Official Rules Sources

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