Dungeons & Dragons Playtests Four New Mystic-Themed Subclasses

All four are brand-new subclasses.
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Dungeons & Dragons has dropped their first Unearthed Arcana playtest of 2026, with four brand-new subclasses being tested. Today, Wizards of the Coast posted a Mystic Subclasses Unearthed Arcana playtest to D&D Beyond, featuring four magic-themed subclasses. The new subclasses include the Warrior of the Mystic Arts Monk subclass, the Oath of the Spellguard Paladin subclass, the Magic Stealer Rogue subclass and the Vestige Patron Warlock subclass.

The Warrior of the Mystic Arts is a spellcasting subclass that grants Monks the ability to cast Sorcerer spells up to 4th level spells. The Oath of the Spellguard is designed with protecting magic-casters in mind, while the Magic Stealer Rogue targets spellcasting and can empower their Sneak Attacks with magic stolen from nearby spellcasters. The Vestige Patron Warlock forms a bond with a dying god, with the god taking on a vestige form as a companion. The Vestige companion grows in power with the spellcaster. Notably, the Vestige Patron draws inspiration from the Binder from past editions of D&D.

There's no indication when or what this new Unearthed Arcana could be related to. There are several Unearthed Arcanas not currently attached to an announced D&D product, although two almost are certainly tied to a Dark Sun sourcebook.

You can check out the subclasses here. Feedback opens for the playtest on January 22nd.
 

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Christian Hoffer

Christian Hoffer

Not really a given: there are people who don't play full Adventure Days, but I see no particular reason to assume that is normative.
I thought WotC confirmed that most people ignore the adventuring day. In any case, that 5.5e got rid of any mention of it, that's a strong indicator that most folks didn't use it.
 

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Once someone gets sixth, fifth and fourth level spells to use in combat they have plenty of low level slots to use for out of combat stuff.
Divine casters use a lot of that on healing, and a lot of low level slots get used during exploration/social encounters. Getting an extra 1st-3rd level slot back is still going to be helpful at high levels. It just isn't going to have the same huge impact it does at low levels. Except...........................most campaigns never get to 6th level spells, and many don't get to 5th level spells. Many only play low levels.

Viewing it from the viewpoint of 11-20th level is short sighted I think. I'm a firm believe in high level play and I think that many more people would play it if WotC actually taught people how to run it, but as it stands most folks don't get there and stay at levels where the ability is pretty darn useful.
 





Yet they still publish Dungeons that follow that guidance, such as in Dragon Delves.
That's because they stuck to backwards compatibility, which means that even though 1) most people don't use the adventuring day, and 2) they got rid of all mention of it because it's not used, it's still present in the balance.

I'm really not sure why they thought that getting rid of the adventuring day advice in the DMG was a good idea. The game is still balanced around it, but now new players won't even be warned that it's a thing.
 

That's because they stuck to backwards compatibility, which means that even though 1) most people don't use the adventuring day, and 2) they got rid of all mention of it because it's not used, it's still present in the balance.

I'm really not sure why they thought that getting rid of the adventuring day advice in the DMG was a good idea. The game is still balanced around it, but now new players won't even be warned that it's a thing.

I don't think 5.5 is as newbie friendly as 5.0.

One reason I don't think it will last 10 years.
 

That's because they stuck to backwards compatibility, which means that even though 1) most people don't use the adventuring day, and 2) they got rid of all mention of it because it's not used, it's still present in the balance.

I'm really not sure why they thought that getting rid of the adventuring day advice in the DMG was a good idea. The game is still balanced around it, but now new players won't even be warned that it's a thing.
People are perfectly happy playing whilst having a narratively sensible number of encounters per day, and 5e is the most commercially successful version of D&D ever. Here is the secret: balance? Most punters don’t care.

It’s not as if many WotC adventures did much to prevent players resisting any time they like, and some, such as those in Golden Vault and Radiant Citadel, have that many combat encounters in total (3 is a fairly typical number).
 

People are perfectly happy playing whilst having a narratively sensible number of encounters per day, and 5e is the most commercially successful version of D&D ever. Here is the secret: balance? Most punters don’t care.

It’s not as if many WotC adventures did much to prevent players resisting any time they like, and some, such as those in Golden Vault and Radiant Citadel, have that many combat encounters in total (3 is a fairly typical number).
Yes, I get all of that. I just wish they'd have kept the information in the DMG so that new players could play in an informed fashion. If they don't care, they don't care. If they do(or would) care, they'd at least know about it and could play with the adventuring day.
 

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