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

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.
The problem is that the wizard can't be both a generic "master of all Arcane magic" AND a super-flavorful specialist without going OP. The fact they can pick all the best arcane spells and then be a great necromancer or summoner doesn't work.
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.
This is a good example. A generic wizard doesn't mind getting undead minions at 5th level, but a dedicated necromancer needs them sooner. But there isn't enough power in the budget let it have minions easily or in great numbers. If he wasn't also trying to be the best transmuter, illusionist, diviner and conjurer at the same time, maybe we could. But then wizard players would howl that they aren't the masters of all magic anymore. Catch 22.

I always felt necromancer and summoner need their own dedicated class to work right. Like the psion, they need a tailored spell list that'll emphasize their strengths and give them balanced weaknesses. A necromancer might have disposable minions, ways to restore allies to life, life drain abilities, etc, but they're not also getting teleport, wish, and fireball. Same with conjurer. Honestly, the whole wizard as a one size fits all arcane class probably should go away, or at least trade some flexibility for greater identity, but I don't think that will happen.

So we're stuck with lukewarm wizard subs instead.
 

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looking over the arcane archer, my quick and dirty:

1) Banishing Shot: Super good, always useful.
2) Beguiling Shot: Banishing is better
3) Bursting Shot: Doesn't scale that well but very good for an early pick up for that extra damage.
4) Grasping Shot: Banishing is better
5) Piercing Shot: Very nice, not just for the area damage but the nigh guarranted damage as well.
6) Seeking: Not as good as piercing in most circumstances, but its super flavorful and definately situations it will look super badass.
7) Shadow: Banishing is better
You may have missed that Banishing is +1dx
Where most others are +2dx

You also lose the opportunity to focus fire. You did damage to someone your allies can't target.

Compared to Blind which gives your party advantage to hit it.
 

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.
If they are doing am Everything bok, the Psion would probably be part of that.
 



This Arcane Archer is similar to Battle Master, but with a huge downside. The BM's number of Superiority Dice scales with level and the DC scales with their main stat, while the AA's number of Arcane Shot uses and their DC scales with Int. That means the AA has to dump a bunch of ASI into raising Int to get close to the level of effectiveness of a BM. Which is a huge MAD penalty.
I think your missing a few things.
AA effects are much stronger. Restrained >> Trip, especially for a ranged attacker.
Many of the effects roll twice the damage.
Curving short doesn't take a die. It's just a bonus action attack if you miss.

To put some quick numbers to it.
AA adds 6d6 (21) at level 3
BM adds 4d8 (18)

At level 10 (assuming 18 Int)
AA adds 8d8 + (1d10+5 * .35) = 39.675
VM adds 5d10 = 27.5

Sure AA needs to spend an extra feat and DC is behind, but their damage and effects are better.

Which fits IMO. Magic is more limited but more powerful
 


A lot of the reworks seems generally less interesting then the originals. Notably, there's a big lack of abilities which have Ribbon, RP, or player-creativity benefits: Minor conjurer is gone, Minor Transmutation is gone, Grim Harvest doesn't trigger off killing a creature anymore, Hypnotic Gaze is gone. All of these abilities made you FEEL like your subclass.

The reworks might be mechanically sound and more powerful, but they're boring and soulless.
 

I think this edition needs these Wizard subclasses added sooner than later so I hope whatever book they are in comes out early next year.
 
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I think your missing a few things.
...
Sure AA needs to spend an extra feat and DC is behind, but their damage and effects are better.

Which fits IMO. Magic is more limited but more powerful
Hmm. A valid argument. I'm not sure I entirely agree; stronger effects with a lower DC is kind of a wash, until you're high enough level to buy Int up. And the resources to buy it up have their own opportunity cost.

But I'll admit that some of my reaction is that I'm tired of classes and subclasses with a scarcity of Cool Points. At least full casters get enough spell slots that they're usually casting a spell. Burning through your Cool Points in a couple rounds and then having a bunch of dead features just sucks.

Edit: Also about your math, while I'm usually not one to focus on high level play, it breaks entirely when BM gets Relentless at 15th level and can use a maneuver twice a round every round. The fact that AA lacks anything like that rather stands out.
 
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