Unearthed Arcana has opened its pages again, and familiar arcane subclasses have returned after some tweaks.
The Fighter’s Arcane Archer subclass features a new arsenal of abilities to use in and out of combat. The Monk’s Tattooed Warrior subclass manifests its magical ink in new ways. And the Wizard subclasses—Conjurer, Enchanter, Necromancer, and Transmuter—have each been reshaped to better embody their arcane traditions.
You can read the full playtest packet yourself or click below for highlights from each subclass, which include designer insights from Ben Petrisor and Makenzie De Armas.
- Arcane Archer (Fighter)
- Tattooed Warrior (Monk)
- Conjurer (Wizard)
- Enchanter (Wizard)
- Necromancer (Wizard)
- Transmuter (Wizard)

Arcane Archer (Fighter)
Player feedback pointed that while they enjoyed the streamlining of the Arcane Shot Die, they didn’t find the die upgrades exciting. In this update, we’ve added several new features across levels. Magical Ammunition gives the Arcane Archer ways to have “trick shots” outside of combat.
Arcane Burst adds the benefit of pushing creatures away from you when you use the Indomitable feature, and Masterful Shots lets you reposition and attack after a creature misses you. Both features aim to give the Fighter the ability to keep fighting from a distance and make them difficult to pin down.
Tattooed Warrior (Monk)
Player feedback showed that the initial design did not succeed at delivering the fantasy of the subclass. Players had a strong desire for the narrative of a warrior with magical tattoos, so we redesigned the subclass. The subclass now provides magical abilities through your tattoos that aren’t spells. Beast Tattoos still provide a useful cantrip, but have been redesigned with an emphasis on enhancing your Flurry of Blows, Patient Defense, and Step of the Wind.
Celestial Tattoo provides benefits to the Search, Hide, and Study actions. Nature Tattoo has been condensed to grant Resistance to a damage type from a small list that can be changed when you finish a Short or Long Rest, or when you use Uncanny Metabolism. Monster Tattoo now includes Beholder, Chromatic Dragon, and Troll, providing new abilities. These changes keep the customization of the previous version, while still keeping the abilities feeling like what a Monk should do.
Conjurer (Wizard)
Conjuration spells typically transport creatures or objects. The previous design was shaped heavily by feedback from the 2014 version of this subclass, wherein players heavily favored the teleportation aspect of Conjuration.
However, the feedback has shown an increase in interest for summoning, and we were more than happy to provide. In this update, we condensed the movement features together and added new features focused on summoning spells. The updated Conjurer focuses on making their summoned creatures much more durable than previous iterations.
Enchanter (Wizard)
The previous iteration of the Enchanter took big swings at new design, but feedback showed it strayed too far from what players wanted for the subclass. We want the Enchanter to be a charmer and beguiler, capable of taking charge as the party’s communicator.
Enchanting Talker succeeded in this direction and scored very well, but other new features didn’t meet our standards. This update returns several features from the 2014 design with tweaks to address feedback we’ve seen over the years.
Necromancer (Wizard)
In the previous version, we moved away from animating the dead, but players made it clear that controlling hordes of Undead is the fantasy they want from the subclass. This update provides the Necromancer with ways to summon multiple Undead creatures.
To keep the Necromancer’s Undead potent at higher levels, the Necromancer learns how to use them as an expendable resource.
Transmuter (Wizard)
The Transmuter still has emphasis on the Transmuter’s Stone, but now also has shape-shifting abilities. The Durability option of the Transmuter’s Stone was consistently cited as the best option, and picking another option created the feeling of playing wrong.
We have updated the feature by making the Durability option part of bearing the stone by default. We revised the subclass to have more flexibility in its features, such as expanding the types of spells Split Transmutation affects.
Your Feedback Matters
Once you’ve read or played with these playtest materials, be sure to fill out the survey on D&D Beyond, coming on September 25, and let us know what you think.
A skim of these seem promising. I will have to do a deep dive after work.
I miss the videos and interviews...
You guys just cannot get this monk right. Looking at the 17th level abilities... You're aware the ascendant dragon monk exists right? And that you made it, right?
The monk subclass is still not very interesting, flavorful or potent. I’m not sure what the fantasy of this is even supposed to be. To be a monk with a couple of minor spells and abilities? Feels really uninspired.