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

True, but it’s already been pointed out that steeling friendly spells is a usually tactically poor choice.
Using your reaction when your ally casts a spell to add d6s equal to the spell’s level to your next sneak attack (with no negative effect on the spell or caster whatsoever) is a tactically poor choice? Why?
Personally, I don’t like this subclass, and will give it a flat red without qualification.
🤷‍♀️ whatever sinks your boat, I guess
 
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True, but it’s already been pointed out that steeling friendly spells is a usually tactically poor choice.
You're not stealing the spells: your surfing on them. And you don't need to even attack the same target: the ally's spell goes off, you get to ride the magic into your sneak attack.

I agree that the language around it isn't elegant, but it is an effective ability, and works well with your team (which is particularly desirable for a rogue, who, at least stereotypically, is not always aligned with part goals).
 

You're not stealing the spells: your surfing on them. And you don't need to even attack the same target: the ally's spell goes off, you get to ride the magic into your sneak attack.

I agree that the language around it isn't elegant, but it is an effective ability, and works well with your team (which is particularly desirable for a rogue, who, at least stereotypically, is not always aligned with part goals).
Its not a lot of damage tbh and reliant on party composition.
 


Its not a lot of damage tbh and reliant on party composition.
It’s way more damage than any other rogue subclass currently provides at level 3. And I’ve never seen a 5e party that wouldn’t be able to enable this rogue. Are many people really out there playing with parties consisting exclusively of non wild magic barbarians, non elemental monks, non eldritch knight fighters and non arcane trickster rogues? I haven’t met them.
 

True, but it’s already been pointed out that steeling friendly spells is a usually tactically poor choice.

Personally, I don’t like this subclass, and will give it a flat red without qualification.
I didnt think they took the friendly spell, just used its residual energy for the ability?

Edit: didnt mean to dogpile you...
 


I didnt think they took the friendly spell, just used its residual energy for the ability?

Edit: didnt mean to dogpile you...
My dislike of the subclass has more to do with this:
the language around it isn't elegant
This:
reliant on party composition.
And this:
in a landscape where Arcane Trickster is literally the Magic Thief // Spell Thief // Phantom Thief // Lupin // Dark Mousy tropes, how is the Magic Stealer unique?
 


My dislike of the subclass has more to do with this:

This:

And this:
The name is definitely terrible. Mechanically, this subclass really doesn’t seem to have anything to do with stealing spells. Rather, it seems to be another take on the same concept as the Paladin in this UA - martial support for a Battlemage unit. The Spellbreaker paladins form the phalanx line, from behind which the arcane archers and Bladesingers launch their magical artillery, while the (🙄) “spell stealer” rogues are the light skirmishers, harrying the enemy mages while dispelling their ongoing spells and refueling their allies. I think the concept is very cool, it just needs proper framing instead of trying to pitch it as “the arcane trickster but different.”

As far as being party comp dependent, how many parties lack a spellcaster in 5e? Seriously, I’ve never seen such a party in real life. The number of class/subclass combinations that have no spellcasting is extremely small, the whole group would really have to be going out of their way to avoid enabling this rogue.
 

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