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.
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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.

 

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Christian Hoffer

Christian Hoffer

I should point out that Dark Sun 4e changed that. They sealed Rajaat, and Borys gained additional power by becoming a full Dragon to keep the seal guarded. The seal required no further upkeep of sacrifices or anything, the Dragon just demands offerings from the other SKs cause he is a tyrant who likes to eat people and experiment on them.
Can I ask where in the 4th Ed books this is discussed? Not doubting you at all, but I recently managed to get hold of copies of both the 4e setting book and the monster book, and this material just isn’t in there, along neither is any of the lore about the deep setting history, the origins of the sorcerer-kings etc. The name ‘Rajaat’ isn’t even in the index. Nor is ‘Borys’, and if the Dragon gets a stat block then I can’t find it.

Was this in a supplement or a Dragon mag article or something? I largely dropped out of D&D during 4th edition, so I didn’t really keep up. The philosophy of the 4th Ed DS line seems to have to leave all that to the individual table (which I think isn’t a bad idea, to the point I’d consider using the 4th Ed material as player handouts for a PC-centric Prism Pentax rerun simply BECAUSE it doesn’t spoil all that stuff), but not sure if I missed a resource somewhere.
 

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This is also why I'm a 1st box originalist.

Surfing druids were a joke by a freelancer. He expected them to get cut in editing.

Chaos and carnage in TSRs dying days.
Still canon, though

If they do anything they'll probably follow 4E's path. Tyr's had its sorcerer king killed so you've got one city as a 'generally friendly', and a land on the very edge of action of all sorts about to happen, given the sudden power vacuum
 

Note that Dark Sun, as settings go, is really small. This is the approximate size of the original DS box set map superimposed on a map of the FR Sword Coast:
View attachment 415283
The revised map is significantly larger, but still not quite the size of the region that has had FR fans complaining the last few years that they've only focused on a tiny part of the setting:
View attachment 415287
Or, to use real-world comparisons:
View attachment 415289
View attachment 415290

Now, the Last Sea is at the very north end of the map so yes, it is quite far away – about 660 miles north of Tyr (a bit longer if you're going to the city). But we're talking about the same distance as Waterdeep to Candlekeep in FR – not exactly next door, particularly not with Athasian terrain, but not "other side of the world" distances.
(For the record, the approximate sizes are 360 x 240 miles for the OG map and 800 x 1000 miles for the revised – so the revised has ~8 times the area with ~2 times the amount of material)
Those last maps made me laugh a bit. I live in Phoenix, and the last few months certainly have made it feel like I'm on Athas! Granted, it's actually been a bit cooler this year than last, where we hit 110 every day for a couple of months in a row.
 

Still canon, though

If they do anything they'll probably follow 4E's path. Tyr's had its sorcerer king killed so you've got one city as a 'generally friendly', and a land on the very edge of action of all sorts about to happen, given the sudden power vacuum

I wouldn't retcon them away. I hate retcons.

Going back to original boxed set time let's each table decide what's canon for them eg Kalaks fate, prism pentad or post revised timeliness.
 

Am now seriously looking at the PoD on Drivethrurpg for the AD&D 2e version of Dark Sun now, which i was fond of.

Have concerns that the treatment WotC will be along the lines of The Spelljammer slipcase book set or the Planescape one.
If you want it you should jump on it. WotC took down the POD options for Planescape and Spelljammer when they released the 5E versions. Took a few months to get back up from what I remember.
 

How does the setting promote heroic play? I ask this in genuine curiosity. From an outsider perspective, it doesn't. (Or, didn't, pre 4e).

I compared to classic Ravenloft because Ravenloft is superficially similar (grim setting, evil overpowers good) but while Ravenloft doesn't provide carrots to play good-PCs (most goodly-aligned options are weakened or not available) it strongly uses sticks to encourage non-evil behavior (Evil play invokes Powers checks, which corrupt the PC to eventually become a NPC monster). So while on paper it was easy to see a Necromancer was more powerful than diviner, the necromancer was going to fast-track his own destruction just through regular use of his abilities. Hence, while Good was objectively an inferior option in the short run (less power), it was superior in the long run (your character wasn't going to become an irredeemable monster).

What is stopping Dark Sun characters (especially characters like templars or defilers) from being outright bastards? Preserving is viewed as weaker than defiling (how much weaker it actually was in the rules has been debated), paladins were anathema to the setting (both from the No Gods element and the whole idea of a noble heroic crusader not fitting). What carrot encourages heroic PCs, what stick dissuades evil ones? The best I got is "if they discover you are a defiler, you are shunned or hunted" which I feel ends up either being a nothingburger (there is little a horde of NPCs can do you a sufficient level party) or collapsing the whole campaign (Thok got us kicked out of the third City-State in a row. Why do we travel with this guy?)

I've seen some people in this thread float the idea that PCs who are intentionally gimping themselves are somehow more heroic because they choose the weaker path. Noble and all, but the game isn't exactly rewarding sacrifice, especially when Dark Sun is billed as harsh survival and life is cheap. Which again begs the question why would you pick the noble path the even the slightly-less-noble path earns you far greater odds?

I'm genuinely curious what Dark Sun does to encourage heroism or at least dissuade rat-bastardry.
For me, it promotes heroic play because it's a setting where being pragmatic and selfish is incredibly easy and boring. The entire setting is a Call to Action. Here are evil, tyrannical sorcerer kings, with cadres of evil mages destroying the world. Here are thousands of slaves being worked to death. Here is an entirely corrupt police-bureaucracy at odds with a corrupt wealth-bureaucracy who both use lesser people as pawns in their power games. Most people have so much crap raining down on them that all they can do is keep their heads down and do what they need to stay alive.

You, though, the PC -- you might be able to stand up and make a difference. What do you do?

All the examples of play, the novels, the modules, they show PCs fighting against the status quo. Again, no one is forced to do this, but it's clearly the intent of the setting, and what it's good at.

And, IMO, a heroic PC in Dark Sun is more heroic than one in your standard fantasy game, because there are few or no communities and organisations and noble rulers that praise, encourage or reward heroism and selflessness. You're going to be fighting against the odds, hunted and hated. You might have to make some hard decisions, about allowing a lesser evil while you fight the greater one. But, long term, if you succeed, you can create meaningful change in a world where no one else dared hope for a better future.

That is Dark Sun to me, as I see it presented in the original boxed set and the Ivory Triangle, which are the two main products I treat as canon. No one can be forced to play the game heroically, but I can't see any value in using it for genuinely selfish PCs, let alone evil ones.

This is also the attitude that I see promoted in most of the Dark Sun communities. This idea that Dark Sun is some super dark setting where everyone, including the PCs, is cruel and nasty, and do cruel and nasty things, and it's everyone for themselves and the world be damned, is not something I've seen promoted or done by anyone who actually cares about the setting. It's a dark setting where there are lots of things to fight against, and the PCs are given to the tools to engage in that fight.

I'm sure there are people who embraced the cruelty and wanton violence or whatever, but those people don't need Dark Sun to do that and, as I've suggested, if you do want to do dark and edgy and mean, I don't see much value in doing it in a world where that's just the status quo anyway.
 

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