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


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I'm surprised how critical I was of some of these subclasses, to be honest! I tore the Conjurer to shreds for not being a Conjurer, and I was rather critical of the necromancer, for not feeling like what a necromancer should feel like. One of my favourite 2014!rules PCs was Hermia Yewleaf, a halfling necromancer, so I have a deep love for the subclass, and what was presented in this UA didn't really feel like a necromancer.

In contrast, I really liked the transmuter. The Master Transmuter feature feels, to me, like the fulfilment of that subclass' fantasy: being able to mess with things and change things in a powerful way.

I hope I wasn't too negative, but honestly, without some changes, most of these subclasses won't find much use for me.
 

Survey is up. Thread for Survey discussion here:

 

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