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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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.

Youll have spellcasters to leech off but there a difference between half caters and a single full caster. At 5th lvl for example its 3d6 damage twice if you have 1 primary caster, 6d6 potentially if you have 2.

And you can use this ability 2-5 times per day generally realistically 2 or 3 times.

So its limited and situational and mediocre damage unless youre running a 4 round day.

Drain magic is kinda interesting but once again limited 1/short rest at best. Good with buff spelks. Cast bless lvl 1 use it for 2-4 rounds then absorb it end of combat for a lvl w spell slot. Low levels that's not bad.
 
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Youll have spellcasters to leech off but there a difference between half caters and a single full caster. At 5th lvl for example its 3d6 damage twice if you have 1 primary caster, 6d6 potentially if you have 2.

And you can use this ability 2-5 times per day generally realistically 2 or 3 times.

So its limited and situational and mediocre damage unless youre running a 4 round day.

Drain magic is kinda interesting but once again limited 1/short rest at best. Good with buff spelks. Cast bless lvl 1 use it for 2-4 rounds then absorb it end of combat for a lvl w spell slot. Low levels that's not bad.
Have you looked at rogue subclasses lately? 3d6 extra damage 2 or 3 times a day is WAY more than any of the others give at level 3. Dispelling a debuff or as you say, ending a buff at the end of combat, and giving an ally back a 1st or 2nd level spell slot 2 or 3 times a day on top of that is incredible, compared to what other rogue subclasses get.
 

Have you looked at rogue subclasses lately? 3d6 extra damage 2 or 3 times a day is WAY more than any of the others give at level 3. Dispelling a debuff or as you say, ending a buff at the end of combat, and giving an ally back a 1st or 2nd level spell slot 2 or 3 times a day on top of that is incredible, compared to what other rogue subclasses get.

Assassin and thief might have words.

It also eats your reaction. If im a rogue i would be looking at the Zhentarim feats and Sentinel which eats your reaction.

Assassin crossbowbuser potentially.

Its also limited further by having no control over when to use it. Youre reliant on party composition and another player casting a spell at the right time.
 

Yes. It relies on someone in the party being able to cast spells. Now if only there was an edition of D&D where the overwhelming majority of classes and subclasses can cast spells. :unsure:

I have yet to see a non-magical(with regard to spellcasting) party in 5e.

Big difference between a 3rd lvl spell vs a 1st level one though. A hald caster though.

And eats your reaction.

I've seen rogues in action where other players are feeding them reaction attacks. Way better than this ability.

You only get 1 reaction. A full sneak attack is better. Opportunity cost.
 


Assassin and thief might have words.

It also eats your reaction. If im a rogue i would be looking at the Zhentarim feats and Sentinel which eats your reaction.

Assassin crossbowbuser potentially.

Its also limited further by having no control over when to use it. Youre reliant on party composition and another player casting a spell at the right time.
If I'm playing a rogue, Sentinal is low on my list of feats to take. I don't want to be a front line fighter. What I want to do is get in, stabby stabby sneak attack, and then get back out again. Stopping the big bad scary monster right next to me is a bad idea, especially since it's likely to be unhappy with me since it wanted to go somewhere else.
 



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