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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It's been years since I saw the article, and I doubt I could find it again. But it was something to the effect of a test where they first asked subjects how they preferred their steak, then did a taste test with the same people to see what they actually preferred. And rare steaks scored significantly higher on the survey than they did in the taste test. Thus leading to the theory that people will profess a desire for things they don't actually like because of the social status associated with being the sort of person who prefers that thing.
About most things, I can absolutely believe it. I've tried a number of delicacies over the years and I've liked absolutely none of them. My mother the yuppie kept telling me that those things require me to cultivate a taste for them. My response was always, "Why would I try to cultivate a taste for something that tastes bad?"

Medium rare/rare steaks, though... ;)
 

It’s easier to balance encounters and make them easier or harder, yes. But other than running out of HP, how exactly does one lose in an encounter-based challenge structure?
Opponents capture the flag, i.e. kill the princess, steal the mcguffin, flout their superiority over you...

"Hahah, you guys suck, we beat you to the loot...again!"
 

Well, that’s based on orders, and I’d definitely be in the medium rare category there, despite preferring rare. When you’re ordering at a restaurant, there’s the complicating factor of not knowing who’s handling it, so erring on the side of being more done is just safer.
A buddy of mine who is a really good cook says that's not really true. The bacteria lives on the outside of the meat, so if you're ordering something like hamburger where the outside gets mixed into the middle, get it well done. With a steak, though, it doesn't matter if it's well done or rare, the outside of the steak where the bacteria live will be seared and kill the bacteria off.
 

I am an old school player! Started with Basic D&D and AD&D in 1982. There are people who will tell you that early D&D was played only one way. This is not true, if anything it was more diverse then than it is now. There were a lot of people who took the view that the role of DM was to be adversarial, and so ideas like restocking dungeons with tougher monsters was aimed at punishing players for daring to "win". But there were also plenty of people who felt that the role of DM was to make sure everyone had fun.

Not that much in White Dwarf, which was my go to fan magazine. There was lots of stuff on building interesting worlds, creating convincing NPCs, good versus bad proper names, that sort of thing.

Which was common and normal, and generally hand waved. "We go back to town." "Okay, you spend two weeks recovering and return to where you were." Hence the Diablo town portal scrolls. It's a direct lift from early D&D.

Sometime is was restocked, but always easier, since you knew what to expect. More often not though, on account of fighting the same monsters was, like, boring.

They refilled their tanks whenever they ran dry. Which might be sooner or might be later.
+1 for White Dwarf (old version)
 

Dunno if it counts, but, Shattered Obelisk was certainly built around adventuring days. Each dungeon is about 6-8 encounters long. And, while the clock was very much abstracted, there was a sense of urgency in the adventures. Considering that came out in 2023, I'd say that's pretty recent.
I haven't played it so I can't comment much, but from what I have read it is very easy and without any negative consequence to do most days with only a few encounters. Maybe that isn't accurate, like I said I'm going off commentary I have read from people who played it rather than from first hand exp.
but that tracks with every single 5e adventure that I have at least read and certainly those I have played.
Yeah, personally I think a big part of the problem here is the 1-hour short rest. They really should have been 10 minutes IMO. Having some resources that have to last all day, some that you can count on once per encounter, and some that you can use multiple times per encounter is a really great thing for either encounter based or adventuring day based challenge.
Yeah IMO 4e had the best adventuring day pacing mechanics.
Well, what I mean is that people seem to enjoy the way 5e’s combat is designed. Whether that’s because they play full adventuring days and enjoy that challenge or because they do much fewer encounters per day and enjoy the lack of challenge is ultimately kind of immaterial. That’s why I’ve been saying I think it’s a strength of the model that players have the power to decide to retreat and recover after only a few encounters if they want to.
Sure, but a large amount of the common problems people run into running the game are at least in large part created by not wanting to run more than 2-3 encounters per day, and instead spend more time exploring and interacting.
I’ll say, in my experience, players I’ve played with do seem to like the way I run things. I stock dungeons with roughly 4 medium encounters, 2 easy encounters, and 2 hard encounters worth of stuff, I make random encounters hard to deadly in overland travel and trivial to easy in dungeons, and I use those random encounters as the primary source of time pressure. Most often, players will get through 3 or 4 encounters in a day before tapping out. Depending on the specifics of the adventure, it is usually possible for the players to achieve their goals without having to do every encounter, especially if they look for ways to avoid fights when they can. And I give experience for circumvented encounters same as I would for “winning” them through combat. Seems to be really fun and satisfying for the people I play with.
See, I am not sure that giving xp for finding a way around an encounter actually fits the assumptions upon which 2014 5e was built.

Like, I do not consider myself to run anything like a potentially 6+ encounter day, but I also provide opportunities to basically choose whether to get in a fight or cleverly avoid it, and I run exploration and interaction in ways that some people would call them "encounters" because they deplete resources (you better not consider spell slots to be a combat only resource in my games, you will screw yourself over).

so, as with some past debates, our definitions may be more oppositional than our actual practices.
No, indeed, I think having the option to stop part way through and rest if you need to is an intentional part of the design. I am a strong advocate of using some sort of dungeon restocking mechanic to make sure this is costly and feels like a concession, but I also think the restocking should favor easier encounters so that retreating doesn’t make it feel like all your progress up to that point was wasted. It should be possible to chip away at a dungeon gradually. Restocking just insures that 5-minute workdays feel inefficient.

Maybe. I think long rests are a better macro-level challenge, but I would prefer if short rests were assumed after every encounter instead of after 2 or 3 of them.
Short rests should just be taking a moment to catch your breath. In my own game (some similarities to dnd but def not a dnd-like) short rests are variable, and you can take up to an hour, with most things you do during a rest taking 15 minutes or less. Basically, you can do 2 resting tasks in a 15 minute rest and 1 more per extra 15 minutes taken up to 1 hour, but those times can also be shrunk down to "a few minutes" per increment, when the story calls for it.
Doubtful: 5E is already a game that allows for a challenging 6-8 Encounter day, or dialing it down for easy mode. As far as WotC is concerned, that probably sufficiently covers their bases. 5E still works fine if you don't push the resource attrition.
What 5e struggles with, and it doesn't matter whether wotc thinks the bases are sufficiently covered, is a challenging 1-3 encounter day, which is a very common way to run the game, which means that many/most DMs have to adjust encounter design to make up for the lack of support for the way they play the game.
 

No, the adventuring day isn't a must do. However, there are three ways to do encounters in 5e.

1) Don't do the adventuring day and have a low number of encounters that the party pretty much always curb stomps. That's fun for a lot of people, but not a lot of others.

2) Have a few encounters of much higher CR, which if you get a creature than can survive a party nova and then dish back, dishes back in such a swingy manner that one misstep or even no missteps can result in a TPK.

3) Use the adventuring day to challenge the group. That's fun for a lot of people, but not a lot of others. Especially if all of those encounters happen in a 24 hour period of time.

That last part is where they went wrong. They shouldn't have described it as a day, but rather just advice on the number of encounters to challenge a group before the next long rest and then given advice on stretching out long rests over days or weeks if that works better for your group.

Since new players will generally be getting the 5.5e DMG, all they had to do is change the name and alter the advice a bit and it wouldn't result in what "Y'all are clearly demonstrating" here. So I don't buy what you are saying as a good reason not to have its inclusion in the new DMG.
Very well put! I think it would have been wise to frame it as 6-8 encounters between long rests rather than per day, and have the variant rules for longer and shorter rest times right there. It would also have been good to acknowledge that including the same total XP in fewer encounters can provide a similar level of challenge, but will make each encounter much swingier and significantly increase the risk of characters being killed due to unlucky rolls - which is also something many players enjoy and many others don’t.
 

I love steaks rare and medium rare(depending on the cut). When I met my wife, she always asked for hers to be well done, because medium rare and rare always looked too red and bloody to be good. One day she asked me to taste a bite of my steak. Now she orders hers medium rare.
It’s fascinating how people associate the pink or red color of a rare stake with it being “bloody”. I mean, it makes sense because it’s animal product and when red stuff comes out of a living animal, it’s pretty much always blood. But, livestock are completely drained of blood before being butchered. The red liquid you sometimes get from rare meat is just water and myoglobin - muscle protein. It’s a good thing that some of the muscle protein is liquid, that keeps the food moist, which is the main reason to cook it that way. The moisture carries flavor and helps it coat your tongue.

(I’m sure you already know this of course, I’m just ranting. As I tend to do.)
 

will make each encounter much swingier and significantly increase the risk of characters being killed due to unlucky rolls - which is also something many players enjoy and many others don’t.
Really, this is rubbish. Characters can end up consuming more resources early on due to unlucky rolls, causing them to die later because they haven’t enough resources remaining. It’s just a matter of if the bad luck happened during the current fight or three sessions earlier.
 

A buddy of mine who is a really good cook says that's not really true. The bacteria lives on the outside of the meat, so if you're ordering something like hamburger where the outside gets mixed into the middle, get it well done. With a steak, though, it doesn't matter if it's well done or rare, the outside of the steak where the bacteria live will be seared and kill the bacteria off.
All correct, assuming the meat is handled properly. Cross-contamination can result in bacteria on the cooked exterior of meat. If you’re at a high-end restaurant they are probably handling it safely, but I’ll still usually go for medium rare if I’m not cooking it myself.
 

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