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


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My point was that they are dead to the point that they can't come back. A vestige god is dead and gone in a manner that mortal worshippers cant fix.
Well the warlock subclass in question never lets you restore your patron to godhood, so this seems like a moot point. The closest it comes is a “semblance of life” for 1 minute a day.
 

Well the warlock subclass in question never lets you restore your patron to godhood, so this seems like a moot point.
The warlock is empowering the vestige. Via the old definitions of vestiges, a mortal vestige warlock or binder can't do that since they barely exist in a mostly static non-state.
 

A god is basically an idea. Even if you kill all the believers and smash all the symbols, there is always the chance that someone scratched a name on a rock that someone thousands of years later might read, and start it all over again.
is this supported in 5e lore or are we again assigning systems that no longer exist lore value that doesn't exist?
 

Why is the other ability more situational? You only need any spellcaster cast a spell.


You dont need it to be a spell cast on the caster itself or the caster be in your party.

You can fuel it off an ally. 3d6 extra damage.

However it eats that allies spell slot and action.

Level 1 spelks generally do 4d6 or 3d8 damage to a single target. 2d10 spellfire spark.

Its a bad trade. Sure you can so it. Its do situational espicially since those level q soelks generally do radiant damage or your choice of elemental damage.

Mayee if a spellcaster prepared crap?
 


You can fuel it off an ally. 3d6 extra damage.

However it eats that allies spell slot and action.

Level 1 spelks generally do 4d6 or 3d8 damage to a single target. 2d10 spellfire spark.

Its a bad trade. Sure you can so it. Its do situational espicially since those level q soelks generally do radiant damage or your choice of elemental damage.

Mayee if a spellcaster prepared crap?
It doesn't eat the spell, only the level 17 feature has a chance to eat the spell, and even then it's still a choice.
 

You can fuel it off an ally. 3d6 extra damage.

However it eats that allies spell slot and action.

Where is this written?

"Immediately after a creature you can see within 30
feet of you casts a level 1+ spell, you can take a
Reaction to absorb magical energy from the spell.
When you do so, until the end of your next turn, the
next time you hit with your Sneak Attack you deal
extra Force damage. To determine the extra damage,
roll a number of d6s equal to the spell’s level, and
add them together"


The "absorb magical energy" is just the usual fluff mixed into rulestext. You do absorb magical energy from the spell yes, but the spell is not weaker in any form, you just need a spell being cast, and a reaction, to make your next attack do more magical boom.


So what this does is just that when your Wizard casts a level 3 fireball, your next sneak attack deals 3d6 more damage. With more casters in the party its better, since then chances someone uses a high level spell slot in a combat is better.
 

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