Dungeons & Dragons Releases New Unearthed Arcana Subclasses, Strongly Hinting at Dark Sun

It appears a Dark Sun campaign setting book is coming out in 2026.
1755804660144.png


Wizards of the Coast has released four new D&D subclasses for playtesting, all of which have heavy thematic ties to the post-apocalyptic Dark Sun setting. The four subclasses, released as "Apocalyptic Subclasses," include the Circle of Preservation Druid, the Gladiator Fighter, the Defiled Sorcerer, and the Sorcerer-King Patron Warlock. Although not stated outright, the Gladiator and Sorcerer-King Patron are explicit nods to the Dark Sun setting, set in a ruined world ruled by Sorcerer-Kings where gladiatorial fights were common.

The Circle of Preservation Druid creates areas of preserved land that grants buffs to those who stand upon it. The Gladiator adds secondary Weapon Mastery properties to their attacks, with bonus abilities. Notably, the Gladiator uses Charisma as its secondary stat. The Defiled Sorcerer can expend its hit dice to amp up damage to its attacks and can also steal the life of its targets to deal additional damage. The Sorcerer-King Patron gains a number of abilities tying into tyranny and oppression, with the ability to cast Command as a Bonus Action without expending a spell slot, causing targets to gain the Frightened Condition, and forcing those who attack them to re-roll successful attacks.

The survey for the subclasses goes live on August 28th.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer

IIRC the 4E Dark Sun book said that while Good and Lawful Good character's can't own slave, Unaligned characters could. In 2025 I don't think there should be any option condoned by the text to allow for slave ownership except by Evil characters, ideally only villainous NPCs. In a fantasy setting you can give any explanation for that, such as the only slavers allowed to operate in cities being magically contracted to the sorcerer kings.
I'd welcome the opportunity to play a character who was an enslaved person in Dark Sun. As other have pointed out, slavery wouldn't be like the chattel slavery practice in the Antebellum South of the United States until the 1860s. A PC might very well be a trusted slave sent out to perform various tasks and might have a great deal of autonomy compared to a laborer.
 

log in or register to remove this ad

Fiend pact Warlocks are not necessarily in league woth the Devil, nor Grwat Old One Warlocks with Cthulu, they just have a connection that gives them power. If 5E Dark Sun has a no-takesie-backsie rule (which is explicitly laid out as such in the new PHB and DMG in ramegards to Warlocks and clerics)...a rogue good guy Templar Warlock makes perfect sense as someone leading the charge against the Sorcerer Kings.
So 2 things:
1) I actually find most warlock concepts very fraught precisely because most patrons are usually framed as antagonists in campaigns. YMMV of course.
2) A fiend of GOO is terrible yes, but they are traditionally removed from the setting, ie, while they are a force in the world, they are not in the world itself in the same way a Sorcerer King is. And seeing as all the SK city states enthusiastically engage in slavery, it will be a distinct challenge to play even a former servant of said SK. It just feels like Templars should have been moved to the purely antagonist side of things if Slavery is going to be depicted a evil unequivocally. Now if that's not the case, well that is a choice, and yeah, some people will be upset with a WotC setting which has a niche of gameplay revolving around propping up slavery.
 

I know some people hate alignment, but there's something satisfying about a NPC who views themselves as a good person despite owning slaves and they're listed as Lawful Evil in their statblock.
Or the Templar/Sorcerer King Patron Warlock whose like "Look, lady, my heart bleeds for your dying family I sent off, but I got an hour left in my shift and it's been a long day."
 

It's not gone in your game. And if I were to run it, it wouldn't be gone in my game.

But it's gone from the setting. Which is what we're here discussing. Not the personal ways we'd run Dark Sun in the modern day.

We're talking about the Design Decisions of WotC and how those decisions ignore the narrative structure of Dark Sun while keeping fundamental ideas as general trappings to gently lay over the top of the typical 5e D&D game expectations.

Sure, but we don't know how WotC is going to present Dark Sun this time around, we're just speculating. I understand (and even agree to a certain extent) that we can expect WotC to screw it up somehow, but I don't think that we can predict the exact ways that it will happen yet. Not even when speculating about this UA, as it's not even close to everything that's going to come out for it (in the very least, we'll get the Psion and Wild Talent Feats as well).

But sure, you're right to be concerned, I suppose, with that part being so important to you.
 

It's not gone in your game. And if I were to run it, it wouldn't be gone in my game.

But it's gone from the setting. Which is what we're here discussing. Not the personal ways we'd run Dark Sun in the modern day.
You're extrapolating from very incomplete information here. It may be gone, it may not be gone. But it's impossible to draw anything approaching truly definitive conclusions from a few bits of UA material. All we know for sure is that Defiling is done this particular way for this particular subclass - how it may occur, or may not occur, for other classes is unknown to us at this time
 



Sure, but we don't know how WotC is going to present Dark Sun this time around, we're just speculating. I understand (and even agree to a certain extent) that we can expect WotC to screw it up somehow, but I don't think that we can predict the exact ways that it will happen yet.
I mean, call me Mystic Meg, call me Postradamus (or even "More like Postra-dumbass!!!" when I get it very wrong), but I think we can guess pretty much how they screw it up if they screw it up, if we're really real about it. It's not easy though.

The main barrier here is that there are so many different an exotic ways they could screw it up, almost all of which they've done at least once in 5E, that I think without careful consideration it's hard to guess exactly which way they'd ruin it. Many of them can be combined together too!

The remains a small, unlikely possibility they just don't screw it up, that it's like... solid. Decent. Good even! It could happen!
 

Arcane Magic didn't get "Stronger" because you defiled in 2e. It was just magic. It was weaker (took longer) if you preserved. So it created this important choice for you and your character.
It mostly did, because defilers had a much faster XP table than preservers (who used the normal wizard one). However, due to the way the XP tables kept doubling for most of a character's career, the effect was something like a defiler being about half a level ahead of a preserver until you hit like level 12 or so.

Neither affected the casting time of your spells, though defiling would delay the actions of everyone near you (which would usually be your own party) – even if sub-epic defiling magic couldn't kill animal life via defiling, it was still painful.

Lore-wise, there were some contradictory narratives. The one that seems to fit best is that when Rajaat originally invented arcane magic, he created both preserving and defiling magic, and in the process absolutely wrecked the region where he did his secret experiments. When arcane magic was then presented to the world, only preserving was presented, and clearly it wasn't obvious that you could do it in another way. As he found champions willing to do his genocides for him, he taught them defiling instead, giving them an edge over others. There one adventure, Dragon's Crown, where the PCs come across an ancient fortress from this time where forces from the preserver faction were being besieged, and one of them describes learning about defiling techniques and how it felt like putting a sail on a ship in how much easier it was.

So it seems that while defiling is easier than preserving (as shown by the XP table and various lore), it's not necessarily obvious how to do it. Then again, we have novels showing how the main wizard character does take these short-cuts without much trouble and skips back and forth between defiling and preserving, so it would also make sense that these techniques have become more-or-less common knowledge in the modern-day Tablelands.

Sure, you can define it that way, most people don't but you can, and in that case, Dark Sun has absolutely never, ever, even for one second been grimdark, because literally first adventure, which came packed into the Dark Sun boxed set in 1991, features the good guys killing Kalak and fundamentally changing the setting. So what are you even upset about lol?
The adventure that came packed with the Dark Sun boxed set was A Little Knowledge, which starts the PCs out as slaves in a mekillot-drawn caravan wagon traveling from Urik to Tyr when said caravan gets attacked by an elf tribe as revenge for something. The elves then tell the PCs "I guess you're free now. Now go eff off." In the middle of the desert, with pretty much no gear. So it turns into a survival thing until the PCs eventually come upon a dwarf village where they can rest once they help them with a little something.

You're thinking of Freedom, which was a separate release but mostly simultaneous with the box set (I don't know if it was the same month or a month or two after, but one of the first releases). This adventure has the PCs arrive in Tyr and then contrives to get them enslaved via various means and set to work on Kalak's nearly finished ziggurat. The adventure then has them interact with various factions among the slaves partially depending on how they got enslaved, which then leads to connections with various factions in the larger city-state. Eventually the adventure culminates in some NPCs killing Kalak while the PCs try to escape the life-draining magic and (ideally) rescue some people as well – I've previously described this section as D&D trying to do a disaster movie.

Anyway, at the end of Freedom Kalak is dead and slavery has been abolished. The next adventure, Road to Urik, as well as the City-State of Tyr sourcebook explores the consequences of these events – while it's presented as an overall good thing, it's not without its problems.

In the first Dark Sun box, magic-users had two types which you were locked into. Preservers or defiles, where defilers were not much more mechanically different than preservers but they got a rapidly accelerated xp advancement table.

In the second revised Dark Sun box, the magic user class was re-imagined with a table that any character could choose whether to defile or preserve at the time of casting.
No, you were still locked into defiling or preserving when you became a wizard. The table you're thinking of was for defilers defiling when memorizing spells, with doing so in lush terrain having a chance of getting extra oomph and doing it in bad terrain giving less. I was never a fan of this, because it moved the defiling to memorizing at the start of the day. This would have some knock-on effects, chief of which would be sneaky defiling. OG defiling was a dead giveaway, as the defiler would be surrounded by a circle of ash when casting a spell. But you also had the lore aspect that most tribes had either a defiler or a preserver in a leading position, and that sedentary tribes would usually have a preserver because they don't like someone who bleeps where they eat, while raiding tribes would often opt for the stronger power of a defiler because they likely won't be casting much at home where it matters.

Something that just occurs to me - Paizo copped merry hell a couple of years ago over the Agents of Edgewatch AP. Having a campaign centred around 'good guy' law enforcement PCs was seen as distinctly smelly give the political events around BLM etc that were happening at the time. Paizo eventually had to put our a quasi-apology I think.
Agents of Edgewatch had plenty of other issues. Chief among them was that the cop PCs were pretty much unpaid, and were expected to subsist on fees/fines extorted from criminals (essentially traditional D&D "beat them up and take their stuff"), and that was... certainly a choice.
 

I know some people hate alignment, but there's something satisfying about a NPC who views themselves as a good person despite owning slaves and they're listed as Lawful Evil in their statblock.
One of the main characters in the Verdant Passage novel (the one where Kalak gets murderized) is Agis of Asticles, a noble who has a fairly large amount of farmland and, of course, uses slave labor to tend it. He is described as a character with a strong conscience, and makes efforts to treat his slaves well, and relies heavily on his dwarf slave majordomo to handle day-to-day tasks.

Now, it's been a long while since I read the books, so I don't recall the specifics, but at some point the noble returns to his estate to find that all his slaves are gone, except the majordomo who tells him that the templars came and took them to work on Kalak's ziggurat instead, and I think this was due to the majordomo telling on some shenanigans Agis had been up to. So Agis asks him "Why would you betray me like that? Was I not a good slave master?" to which the majordomo says "Yes, but you were still a slave master and I wanted my freedom." This causes Agis to rethink how he sees things and makes him realize that slavery is a priori bad, even with a benign owner.
 

Remove ads

Remove ads

Top