Coming September 15, Arcana Unleashed helps you achieve more together than you ever could alone! Whether your interests lie in the necromantic, the cosmic, the spectacular, or the divine, there is a faction out there ready to welcome you into their niche community.
Nine of the backgrounds and corresponding Origin feats in Arcana Unleashed tie your character's backstory into a respective arcane faction. As your reputation with your chosen faction grows, you'll gain renown, which comes with access to connections, items, information, and other benefits.
Below, we'll examine these new origin options so you can start workshopping a character who hails from a world saturated with magical potential and political intrigue.
The Ninth Quill considers itself entitled to whatever knowledge and artifacts the world has to offer; it's safer in their hands.
Characters with this background are cunning agents of intrigue with a penchant for thievery. You've fallen in with a group of sophisticated saboteurs and learned a thing or two about picking locks and stealing magic items along the way.
Though the Ninth Quill attracts thieves of all stripes, they prefer those with some degree of arcane knowledge, such as Arcane Tricksters, Eldritch Knights, or other spellcasters.
Origin Feat: Arcane Infiltrator
You've become a bit of an expert in sneaking past the guard — and skedaddling once they realize they've been fooled. You learn the Friends cantrip, and can take the Dodge action as a Bonus action a number of times equal to your Proficiency Bonus.
Join the Ninth Quill Today!
Unlock the following Ninth Quill options with the free Dungeon Masters: Living Spells Play-Along Pack:
Agent of the Ninth Quill Background
Arcane Infiltrator Origin Feat
Renown Options
The Heist Planning Chamber Bastion Option
This pack takes Agents of the Ninth Quill into an archmage's workshop, where they intend to steal an evolving magic item that is much better off in the Ninth Quill vault than this flimsy place. (Just look how unsafe the item is here, where anybody could break in and steal it!)
Nobody expects the fabulous entertainer to moonlight as an elite spy and information broker, which is exactly why you're so good at it.
Bejeweled Conclave Spies use their talent for stagecraft, diplomacy, or politics to uncover the secrets of the powerful—and then exploit that knowledge to advance their faction's position. Though you never know who might be part of their whisper network, they are known to prefer those with skill in enchantment magic, entertainment, and subterfuge, like Enchanter Wizards, Bards and Rogues of all kinds, and sometimes charismatic Sorcerers and Warlocks..
Bringers of the Cosmic Dawn experiment with all kinds of transfiguration and mutation, a habit that does not earn them many friends among the other factions.
Products of strange circumstances, characters with the Cosmic Dawn Experiment background have been altered by forces beyond their understanding. Whether your initial transmutation was intentional or accidental, you now find yourself drawn to the Bringers of the Cosmic Dawn, an amoral faction of transmutationists preparing for the arrival of otherworldly entities.
Aberrant Sorcerer Sorcerers, Pact of the Great Old One Warlocks, and Transmuter Wizards are especially drawn to the Bringers of the Cosmic Dawn.
Origin Feat: Transmuted Anatomy
Through magical augmentation your body has been warped, increasing your Speed by 5 feet and giving Advantage on Saving Throws to resist shape-shifting against your will. (Use this Resilient Anatomy to prevent being turned into a toad by an enemy's Polymorph, or to maintain a shifted form when hit by a hostile Moonbeam!)
You can also take a Reaction to add 1d4 to your Constitution Saving Throws a number of times equal to your Proficiency Bonus.
Covenant of the Grave Recruit
Sylvain Sarrailh
Whether your interest in zombies is "healthy" is not really of your concern—you're too focused on your studies.
As a Covenant of the Grave Recruit, you've acquired a predilection for the ghastly and the morbid and a fascination for the boundaries between medicine and necromancy.
The faction itself is largely amoral, with no tolerance for cackling lich villains in their ranks; in fact, they often work to suppress undead hordes and evil necromancers, as such behavior stymies the progress of the community's research, endangers innocent academics, and is downright unbecoming.
Monks, Necromancer Wizards, and Clerics are often drawn into the Covenant of the Grave's ranks.
Origin Feat: Arcane Undertaker
Your studies of the border between life and death are paying off. With the Arcane Undertaker feat, you will learn one Cleric or Wizard Necromancy cantrip, add 1d4 to History and Medicine checks, and once per Long Rest gain Heroic Inspiration when you take the Help action to stabilize a creature with 0 Hit Points.
Crucible Storm Chaser
Alvaro Calvo Escudero
You run towards danger, eagerly journeying to the precipice of a volcano, the edge of a whirlpool, the eye of a storm.
Whether you seek danger solely for the thrill or a blinding passion for the pursuit of knowledge, you find yourself drawn to these hazardous magical phenomena.
The Crucible Keepers boast many Barbarians, Druids, Sorcerers, and Evoker Wizards who are similarly drawn to the spectacle and science of destruction.
Origin Feat: Arcane Overload
Tap into your inner reserves. You learn the Fire Bolt cantrip, and once per Long Rest when you deal damage with an Evocation spell, you can add your Proficiency Bonus to one damage roll of that spell.
Horizon Weaver Initiate
Sylvain Sarrailh
The horizon stretches across the entire multiverse, and you ceaselessly journey towards it.
You are drawn to travel the planes, or perhaps to the barriers between worlds. Whether out of academic curiosity, insatiable thirst for exploration, or a sense of duty to keep interplanar passageways safe, you make your way to the Horizon Weavers, who educate you in their ways of teleportation.
Though Horizon Weavers specialize in all forms of Conjuration magic, their predilection for extraplanar travel attracts many Druids, Rangers, and Wizards to their order.
Origin Feat: Portal Jumper
Walking into traps is for other, less worldly wanderers. Once per turn, you can spend 15 feet of movement to teleport 15 feet—a number of times equal to your Proficiency Bonus per Long Rest—though you must be able to see your destination.
You also gain Resistance to Necrotic, Psychic, or Radiant damage, reflecting your prolonged exposure to otherworldly energies or indeed other worlds themselves.
Phantasmic Circus Trouper
Swatches Studio
Surrounded by fellow members of the Phantasmic Circus, you channel illusion magic and the performing arts to captivate, enthrall, and entertain.
Though they may share the gossip they've overheard from their audience or help smuggle friendly characters away from danger, the Phantasmic Circus is less interested in spycraft and subterfuge than most of the other factions listed here. Entertainers of all kinds, particularly Bards, Rogues, and Illusionist Wizards, join the Phantasmic Circus.
Origin Feat: Arcane Artist
Permanently upgrade your character's storytelling skills with Minor Illusion. This single cantrip ensures you can always support your tall tales with a horrifying visage of a villainous lich or replay that growls in the woods you heard for the party's Ranger.
Additionally, once per Long Rest, when you cast an Illusion spell, you can grant one nearby ally Heroic Inspiration.
Seer Apprentice
LEON TUKKER
What can you learn from the endless stars of the sky or the waves in the ocean?
It's time to consult the universe. Perhaps before, you reached for a deck of cards, a bag of runes, or a crystal ball? As an apprentice of the Seers of Sea and Sky, you have learned to look up at the sky and into the depths, finding omens in the natural world.
These discoveries, and others, are collected in the Seers' web of libraries across the world.
Flying and swimming creatures, as well as Clerics, Druids, Rangers, Divination Wizards, and anybody else with a fondness for prophecy are all welcome to the Seers of Sea and Sky.
Origin Feat: Arcane Omens
You learn Guidance, a deservedly beloved cantrip. Additionally, you can take a Reaction to add 1d4 to your—or a nearby ally's—failed Saving Throw a number of times equal to your Proficiency Bonus.
Ward of the Sheltering Hands
Sylvain Sarrailh
Members of the Sheltering Hands respond to disasters, help build communities, and teach civilians the basics of abjuration magic.
The kind people of Sheltering Hands helped you when you were in need, and you are determined to pay that generosity forward.
Whether you've always been an altruistic person or were a bit of a scrooge until you were profoundly changed by the selflessness of others, you currently find yourself wanting to help those who need it.
The order counts many Clerics, Fighters, Monks, Paladins, and Abjuration Wizards among its number.
Origin Feat: Arcane Safeguard
Your time with Sheltering Hands taught you how to look after yourself and others. You learn the Resistance cantrip, and you can cast it as a Bonus action a number of times equal to your Proficiency Bonus.
Further reflecting the magnanimity of your spirit, when you take the Help action to aid an ally with their Ability Check, they gain Temporary Hit Points equal to your Proficiency Bonus. Better roll up those sleeves and get to work!
Sew Your Origin from the Weave
Grab your books, your Spellcasting Focus, and your sense of adventure—Arcana Unleashed is coming September 15!
Whether you're sailing straight into a typhoon or studying a skeleton in a graveyard, the new arcane origins in this book, along with its litany of magical character options, have prepared you to discover what even the gods may not want you to know.
I always love the artwork for Backgrounds, giving us a little glimpse into a magical setting. Gorgon-drawn wagon is definitely going to feature into a campaign.
Other than Arcane Overload sounding pretty weak, I think almost all of these feats sounds pretty reasonably good. Transmuted Anatomy seems like the overall strongest option for casters because protecting concentration and movement speed bonus is always good. Portal Jumper is probably my fav so far since I love enhanced movement abilities!
Humans and Warlocks licking their lips at the new options XD
I wish we could get come clarity on how these backgrounds are designed against other backgrounds, because when I look at these I feel like some of them carry significantly more weight then some of the original backgrounds from the PhB. Maybe I am wrong and these are in the same ball park but when I look at these, they definitely overshadow the originals enough that players would almost always rather take these and that seems to be a theme with every new book we get now.
I mean, if you only have firebolt, yeah. It's better on a Fireball, but the number of uses IS maybe a little too restrictive. That said, I think uses equal to your whole Proficiency Bonus would probably be too much. Having a number of uses equal to half your Proficiency Bonus (rounded up) would be just right.
When an official write-up from WotC themselves acknowledges how abusable Guidance is, in a revision that did absolutely nothing to curtail spamming the cantrip, that's kind of insulting.
But anyway, another wave of origin feats where some are straight busted (Arcane Omens, Transmuted Anatomy, Arcane Infiltrator), some are mediocre (Arcane Eloquence, Arcane Safeguard), and some are absolutely worthless (Arcane Overload, Arcane Artist). More quality 2024 content.
Do they even try to balance these backgrounds against each other? One Background Feat only gives you the middling minor illusion cantrip, another gives you a free resistance and free teleport PB times a day.
Most of the feats are really uninspired. They either do not tie into the theme (Crucible Storm Chasers) or front load the subclass choice for Wizards (Arcane Undertaker, Phantasmic Circus Trouper, Seer Apprentice, Ward of the Sheltering Hands) to the 1st level
Almost every origin feat that has come out post PHB has been very lack luster I don’t really understand it. I’m glad they’re avoiding power creep, to some extent, but the majority of the new origin feats are not worth picking outside very specific character concepts of niche builds verse the PHBs origin feats that are pretty much universally useful for any character.
I agree that the storm chaser feat is a little wanting. Maybe any wizard evocation spell would work, since the description talks about multiple natural phenomena. A proficiency bonus on the number of times per long rest would definitely make that a little better.
One point above is that some of these front-load later subclass effects to a lesser degree. Based on the descriptions, these don't seem intended to make that subclass better (The evocation wizard should not take Arcane Overload), but to give other (sub)classes a fun textual layer to the character.
The way you conjure things is with spells that basically teleport a creature from a different plane to your own. Basically teleportation spells are the equivalent of conjuring yourself somewhere else.
I think there's a typo in Arcane Overload. It says "add" proficiency bonus when I'm pretty sure it's ment to say "multiply." THAT's an arcane overload. What's currently depicted here is an... Arcane Garnish.
That said, I do really enjoy the other Backgrounds quite a bit. Casting Resistance as a bonus action is something I've been wanting to see for a long time and I'm very happy to see it available in a background.
Origin feats aren’t generally good at dealing damage, so it does make sense that it’s weak. Although I probably would prefer if it wasn’t a damage Origin feats than this. The only saving grace would be a pretty significant upgrade feat that I assume will exist for this set. All of those Origin feats seem like they’re leading up to something.
I also wanna point out that Arcane Overload is supposed to be used with an AoE spell like Fireball where the +3 damage is multiplied by the number of creatures in the area. It’s still weak, but it seems that people think it’s supposed to be used with Firebolt.
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Posted Jul 15, 2026Warlocks and humans will love all these Origin Feats
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Posted Jul 15, 2026Most of these seem pretty good. I like it when we have ways of earning Heroic Inspiration that are baked into the mechanics.
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Posted Jul 15, 2026We've hammered the "not all necromancers are evil" message so far that nobody noticed that the enchanters have made the illuminati.
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Posted Jul 15, 2026I always love the artwork for Backgrounds, giving us a little glimpse into a magical setting. Gorgon-drawn wagon is definitely going to feature into a campaign.
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Posted Jul 15, 2026Arcane Overload is awful. It should be any Wizard cantrip and should be used up to Proficiency Bonus per Long Rest.
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Posted Jul 16, 2026Other than Arcane Overload sounding pretty weak, I think almost all of these feats sounds pretty reasonably good. Transmuted Anatomy seems like the overall strongest option for casters because protecting concentration and movement speed bonus is always good. Portal Jumper is probably my fav so far since I love enhanced movement abilities!
Humans and Warlocks licking their lips at the new options XD
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Posted Jul 16, 2026I have to say, Arcane Overload is extremely underwhelming. Firebolt is nice, but why bother with that tiny damage boost?
"once per Long Rest when you deal damage with an Evocation spell, you can add your Proficiency Bonus to one damage roll of that spell."
So, once per day you can add 3-5 damage to a single attack? That's just sad.
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Posted Jul 16, 2026I wish we could get come clarity on how these backgrounds are designed against other backgrounds, because when I look at these I feel like some of them carry significantly more weight then some of the original backgrounds from the PhB. Maybe I am wrong and these are in the same ball park but when I look at these, they definitely overshadow the originals enough that players would almost always rather take these and that seems to be a theme with every new book we get now.
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Posted Jul 16, 2026I mean, if you only have firebolt, yeah. It's better on a Fireball, but the number of uses IS maybe a little too restrictive. That said, I think uses equal to your whole Proficiency Bonus would probably be too much. Having a number of uses equal to half your Proficiency Bonus (rounded up) would be just right.
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Posted Jul 16, 2026When an official write-up from WotC themselves acknowledges how abusable Guidance is, in a revision that did absolutely nothing to curtail spamming the cantrip, that's kind of insulting.
But anyway, another wave of origin feats where some are straight busted (Arcane Omens, Transmuted Anatomy, Arcane Infiltrator), some are mediocre (Arcane Eloquence, Arcane Safeguard), and some are absolutely worthless (Arcane Overload, Arcane Artist). More quality 2024 content.
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Posted Jul 16, 2026More player character options are coming to enhance games. Always wanted and needed. Thanks.
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Posted Jul 16, 2026Do they even try to balance these backgrounds against each other? One Background Feat only gives you the middling minor illusion cantrip, another gives you a free resistance and free teleport PB times a day.
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Posted Jul 16, 2026Why is the conjurer linked so strongly with teleportation and not, well, with conjuring things? I remember this being an issue in the UA releases
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Posted Jul 16, 2026Most of the feats are really uninspired. They either do not tie into the theme (Crucible Storm Chasers) or front load the subclass choice for Wizards (Arcane Undertaker, Phantasmic Circus Trouper, Seer Apprentice, Ward of the Sheltering Hands) to the 1st level
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Posted Jul 16, 2026Almost every origin feat that has come out post PHB has been very lack luster I don’t really understand it. I’m glad they’re avoiding power creep, to some extent, but the majority of the new origin feats are not worth picking outside very specific character concepts of niche builds verse the PHBs origin feats that are pretty much universally useful for any character.
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Posted Jul 16, 2026I think some of the power of these Backgrounds will come from tying you to a Faction where the Faction reputation will give you rewards.
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Posted Jul 16, 2026I agree that the storm chaser feat is a little wanting. Maybe any wizard evocation spell would work, since the description talks about multiple natural phenomena. A proficiency bonus on the number of times per long rest would definitely make that a little better.
One point above is that some of these front-load later subclass effects to a lesser degree. Based on the descriptions, these don't seem intended to make that subclass better (The evocation wizard should not take Arcane Overload), but to give other (sub)classes a fun textual layer to the character.
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Posted Jul 16, 2026The way you conjure things is with spells that basically teleport a creature from a different plane to your own. Basically teleportation spells are the equivalent of conjuring yourself somewhere else.
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Posted Jul 16, 2026I think there's a typo in Arcane Overload. It says "add" proficiency bonus when I'm pretty sure it's ment to say "multiply." THAT's an arcane overload. What's currently depicted here is an... Arcane Garnish.
That said, I do really enjoy the other Backgrounds quite a bit. Casting Resistance as a bonus action is something I've been wanting to see for a long time and I'm very happy to see it available in a background.
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Posted Jul 16, 2026Origin feats aren’t generally good at dealing damage, so it does make sense that it’s weak. Although I probably would prefer if it wasn’t a damage Origin feats than this. The only saving grace would be a pretty significant upgrade feat that I assume will exist for this set. All of those Origin feats seem like they’re leading up to something.
I also wanna point out that Arcane Overload is supposed to be used with an AoE spell like Fireball where the +3 damage is multiplied by the number of creatures in the area. It’s still weak, but it seems that people think it’s supposed to be used with Firebolt.