New D&D Unearthed Arcana Reveals Two New Subclasses for Monk and Sorcerer, Plus Revamps For Seven More

Two new subclasses are included.
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Wizards of the Coast has a new Unearthed Arcana playtest for Dungeons & Dragons, featuring revamps of seven existing Arcane-themed subclasses, plus two new subclasses. Today, Wizards of the Coast unveiled a new Arcane Subclass Unearthed Arcana, featuring the following subclasses:
  • Arcana Domain Cleric
  • Arcane Archer Fighter
  • Hexblade Patron Warlock
  • Conjurer Wizard
  • Enchanter Wizard
  • Necromancer Wizard
  • Transmuter Wizard
  • Tattooed Warrior Monk
  • Ancestral Sorcery Sorcerer
Notably, the Hexblade Patron and Necromancer Wizard were both relatively high on the wishlist of many D&D players.

That Tattooed Warrior grants the Monk access to several magic tattoos with specific effects that enhance various monk abilities. The Ancestral Sorcery plays off the idea of having a powerful magical ancestor that grants them guidance and direction from beyond. Notably, the ancestral spirit has an spectral haze form and can even Frighten those around the sorcerer at higher levels.

Some of the notable changes in the UA include a revised Arcane Shot ability that comes with an Arcane Shot die used to deal extra damage that ramps up in size, the Conjurer Wizard's benign transposition starts at an earlier level as does Durable Summons, the Enchanter Wizard has some more versatile low-level options that replace Hypnotic Gaze, and the Necromancer has been wholly redesigned with an emphasis on generating temporary hit points for the wizard, their party members, and undead thralls.
 

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Christian Hoffer

Christian Hoffer

For the Arcane Cleric, I think something is missing concerning mid-level Wizard spells. Cantrips are... cantrips, and the level 17 power is nice, but it does come rather late. And there's nothing in the middle which allows some flexibility concerning Wizard spells. The Domain spells are nice, but are fixed, and to really show off the power of the Arcane, the subclass should have at least a minor ability to choose some low-to-mid-level Wizard spells. Maybe something like "You learn one Wizard spell, of a level that you can cast. You thereafter always have this spell prepared. Whenever you gain a Cleric level, you can replace this spell with another Wizard spell of a level you can cast" at level 6 or something. Maybe give the option of a second Wizard spell around level 11/12 or so.
 

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The obvious answer is to summon a single swarm NPC that can get bigger over time. Start with a large swarm of skeletons and scale up to a gargantuan one to represent an army.
Or use the horde rules, but yeah, something to abstract a large number of minions into a more manageable set of stats makes sense.
 

Well the basic 2024 Wizard chassis is pretty strong, and it's a good thing too because WotC seems to want to make all the Wizard subclasses a little underwhelming.

I used to play a 5e Conjuration Wizard and my favorite part was Minor Conjuration. It had little practical value, but every use of it was a creative exercise and and I had a lot of fun. That wizard used a conjured wand for her arcane focus, because she had style dammit. Now the feature is gone and instead they get earlier access to Benign transposition, which, more often than not, is just a free Misty Step. Basically WotC has decided 30 foot teleportations are balanced and so rather than trying anything they have to playtest they just hand out 30 foot teleporations to subclasses like candy.

The Necromancer has thematic abilities, but they don't really help with the care and feeding of an unholy army of the damned until level 14. I get that the giant army of raised zombies can be a pain at the table, but either support it or remove it from the game. Nobody signs up for necromancer just so they can do another generic spirit summons spell (except with an undead theme!) they want to lead an army of disgusting corpses of their enemies. Really, from an army optimization standpoint, you might be better off using Evoker for a Necromancer, as then you wouldn't lose minions to your own fireballs. And the core problem of being a Necromancer, not getting to raise the dead and feel like a real Necromancer until level 5, remains. Give them a skeletal familiar or something.

Supporting the Enchanter being a party face is great, and its a good thing because the rest of what they get doesn't amount to a whole lot. I think the Transmuter got dealt the best hand of this bunch here mechanically, but thematically it's just all transmuter stone all the time, and really the Master Transmuter options are the only part with much real flavor to them (and they should have more, let them turn some lead to gold or something!)
 


on the arcane archer, if they just gave us one more reason to like int I think we could be good here. Int to initiative for example, just something that makes going hard int worth a bit more of my time, and this class can look good to me.
Don't we have enough Fighter subclasses that use INT? Why not one that is build off of Charisma or Wisdom?
 


The only one I've looked at so far is tattooed warrior (monk). It is not well designed. The level 3 choices are pretty underwhelming (a cantrip for free and access to a minor ability for a focus point). The level 6 options are all a waste of focus points to let you do stuff that monks don't particularly need.

The level 11 options are terrible and eventually trumped by baseline monk abilities. You can spend three focus points to get resistance to your chosen damage type and rerolls on the relevant save. But at level 14 monks already get on demand rerolls on all saving throws, and at level 18 they already get resistance to all damage types except force. So this subclass level eventually may as well not exist.

The level 17 options are just very situational, and much like the level 6 options, mostly address areas where the monk does not need help.

Love the concept of the tattooed warrior, but this is terrible execution.
 

Arcana Cleric.

The Arcana cleric in SCAG was the best way a character could get an attack cantrip that required a die roll in 2014. Unless your species gave you one, you had to wait until level 4 for Magic Initiate. That one thing is what made the Arcana cleric radically different to play than any other cleric subclass. 2024 cantrips are easier to get, since you can start with them through an origin feat. That's still the main selling point on this subclass.

Being able to roll to hit with a cantrip (and not having the enemy make a save to avoid damage) is a big deal for the player -- the damage itself may be a wash, but rolling to hit is fun, and it is something the game has very deliberately kept out of the hands of most clerics. So I'm really happy to see it back here.

Domain Spells (level 3). A reasonable list, esp. at levels 3 and 5, but the weird one is Leomund's Secret Chest. LSC has a material component cost of 5000gp, which makes it a weird spell to know automatically... except that one a cleric reaches level 10, they can cast it without material components. That's a weird interaction. It makes the LSC very useful, with no financial risk for the character.

Arcane Initiate (level 3). Two parts: Arcane Knowledge gives proficiency and Expertise in the Arcana skill. Compared to the wording elsewhere it's clear that if you start off proficient in Arcana you "lose" part of this benefit. This means you can have expertise in Arcana which is available to Wizards at level 2 (and Rogues at level 1). A Wizard who wants expertise in Arcana is going to be better than the Cleric, though, because there's no reason for the Arcana cleric to invest in Intelligence.

Cantrips give you the meat that changes the play experience of the Cleric -- you don't need to take the origin feat if you don't want to, and now it can also nab you True Strike -- you can now be an all-Wisdom heavy armor frontliner if you want.

Modify Magic (level 3). A defensive option and an offensive one. The offensive Tenacious Spell is powerful, but requires coordinated teamwork and at higher levels you still need to burn through legendary resistances.

Dispelling Recovery (level 6). Free Dispel Magic when you heal someone. How often is this needed?

Arcane Mastery (level 17). Free choice of four high-level spells is great, but it comes a bit late (and weirdly means that the cleric never learns any fifth-level Wizard spells).

What I saw as the main benefit of the class in 2014 is less needed now, but this is still a solid subclass and one I would want to play. Two changes I would like to see:
  • Arcane Initiate. If you are already proficient in Arcana, then you gain a tool proficiency. That will help if you want to make magic items.
  • Dispelling Recovery. Replace this with a single spell from the Wizard's list of a level that you can cast, that can be changed when you level up. It becomes a kind of magical secrets for you (like the Bard ability), and lets a cleric have access to fireball, phantom steed, and eventually one of the many awesome level 5 spells, or what you will.
 

Don't we have enough Fighter subclasses that use INT? Why not one that is build off of Charisma or Wisdom?
As @Paul Farquhar stated, that's Ranger and Paladin. And now Warlock.

Until further notice or change, WOTC is still operating on 1e/2e logic where a learnable Arcane magic after basic training is Wizardry and is too hard to be other than INT and too hard to be anything above 1/3 casting.

Spiritual, religious, or communed magic warrior is Paladin. Maybe Ranger.
Minor sorcery or granted power is multiclassing.
 

...

I don't think we have.

Artificer: 6
Barbarian: 0
Bard: 2
Cleric: 3
Druid: 0
Fighter: 2
Monk: 1
Paladin: 1
Psion: 4
Ranger: 2
Rogue: 2
Sorcerer: 3
Warlock: 2
Wizard: 5

There is a decently exploitable gap in martial based and primal based subs waiting to be explored.
If we remove the Eberron, Forgotten Realms, and Psion subclasses assuming those are not for an “Everything” collection book, the subclass distribution looks like this:

Artificer: 1
Barbarian: 0
Bard: 1
Cleric: 2
Druid: 0
Fighter: 1
Monk: 1
Paladin: 0
Psion: 0
Ranger: 2
Rogue: 1
Sorcerer: 2
Warlock: 2
Wizard: 4

Now, this is just me theorizing, but if they want the “Everything” books to basically be like a PHB2 with even subclass distribution, I could see them doing 4 subclasses per class.

If so, then we would see UAs with the following distribution to make up for the difference:

Artificer: 3
Barbarian: 4
Bard: 3
Cleric: 2
Druid: 4
Fighter: 3
Monk: 3
Paladin: 4
Psion: 4
Ranger: 2
Rogue: 3
Sorcerer: 2
Warlock: 2
Wizard: 0

Looking at these numbers, I could see more themed subclasses that have a heavier martial focus, like Nature or Elemental UAs, a Giant or Dragon Subclasses UA, or something more generic like a Weapons based UA.

Anyway, I think it’s clear based solely on the volume of UAs they are releasing that they have some plans for a lot of player options in 2026, either in a single product or multiple.
 

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