From the Game Design Team
The material in this Unearthed Arcana is rooted in the Underdark, one of D&D’s most storied locations. The Underdark was first explored almost fifty years ago in the D series of adventures (Descent into the Depths, Shrine of the Kuo-Toa, and Vault of the Drow), but many players today know the Underdark from a memorable sequence in Baldur’s Gate 3 or the Legend of Drizzt novel series.
You will doubtless have many questions about the Underdark and Unlight—a strange and dangerous form of magic important to two of the subclasses you’ll see here. And we will answer those questions... in time! Right now, however, we need your help. Try these new subclasses and feats out for yourself, fill out the survey that will follow, and help us make these character options fun at your table.
—Jason Tondro, Senior Game Designer
Underdark Option Highlights
This UA contains subclasses and feats that might be included in a future product. These subclasses and feats are entirely new and have not appeared in UA before.Subclasses
This Unearthed Arcana features three new subclasses:
- Path of Unlight
- House Agent
- Imaskarcanist
The following sections summarize each subclass and discuss some of their underlying mechanics.
Path of Unlight
Unlight is a mysterious and powerful form of magic originating in the lowest depths of the Underdark, among the people of Deep Imaskar. Unlight does not merely banish darkness from the Underdark; it infects those exposed to it, transforming them and making them both physically strong and supernaturally aggressive. In other words, Unlight exposure is a perfect match for the Barbarian class.
A Barbarian on this path has been infected by Unlight, which is associated with Radiant damage. When the Barbarian rages, Unlight bursts from their body, burning enemies and illuminating the darkness. More importantly, the Barbarian can infect enemies with Unlight, causing them to continuously burn. In D&D 5.5, a Barbarian’s Rage can also have uses outside of combat, and the Path of Unlight reflects that by granting a raging Barbarian Blindsight and Expertise in Perception, as they become supernaturally aware of everything illuminated by the Unlight emitted by the Barbarian’s own body.
House Agent (Rogue)
House Agents work as spies for one of the powerful drow houses of Menzoberranzan, where deception and intrigue are so commonplace as to be expected. These Rogues excel at social infiltration by charming their way into a place, extracting information from a fool with a loose tongue, and backstabbing enemies on the way out. Their house sponsor also gives them a bit of magic to assist them on these missions.
Rogues are known for leveraging their reliable skillsets. This Rogue’s skillset is primarily social. Its subclass features incentivize building relationships with NPCs and either manipulating or backstabbing them.
Many of the subclass’s abilities loop through the Attitude and Influence systems: you gain Advantage (and therefore Sneak Attack!) on Friendly creatures. You don’t suffer penalties when you try to use the [actions]Influence[/actions] action on Hostile creatures. You can use the [actions]Influence[/actions] action as a Bonus action. This makes the House Agent’s silver tongue an asset both during and outside of combat!
Imaskarcanist
The Imaskarcanist subclass describes Wizards following in the traditions of Deep Imaskar, located in the lowest levels of the Underdark and first described in 2003’s Underdark, a book for D&D’s 3rd edition. In that book, Deep Imaskar is protected by the Great Seal, an enormous magical ward which also illuminates the city and sheds light strong enough to grow food. In the years since, the magic of the Great Seal—now known as Unlight—has split into two competing strands, each taught by one of the Imaskarcana, intelligent artifacts sacred to the people of Deep Imaskar.
The Imaskarcanist is a master of both these strands of magic, using Unlight both to heal and to harm. On one hand, they can bolster allies with the invigorating magic of Unlight, but they can also infect enemies with Unlight’s burning radiance, causing them to explode when killed! But Unlight burns the Wizard’s inner life force, represented in the game by the Wizard expending their own Hit Point Dice to fuel their abilities. Imaskarcanists also retain other secrets of Deep Imaskar, such as a facility with magic items and knowledge they use to create powerful wards like the Great Seal.
Feats

This UA also contains new feats that allow a character to transform into a mind flayer.
Path of Ceremorphosis
Since the Paths of Villainy from our Villainous Options UA were well received, we wanted to explore this type of player option further. Not all paths are necessarily villainous, however; some are simply transformative. The Path of Ceremorphosis explores how a player character might gradually become a Mind Flayer. This path and its features are in part influenced by Tav’s potential journey to Mind Flayerdom throughout Baldur’s Gate 3.
One design challenge with feat paths lies in delivering balanced mechanics that satisfy the narrative expectation of the monster. And the Mind Flayer typically does a lot. We put plenty of iconic abilities into this path—including psionics, Telepathy, the Mind Blast spell (also printed in this UA), and the ability to flay minds. We’ve gated these abilities behind decision points along the path to ceremorphosis. The first decision is at level 8, like the previous paths of villainy. We’ve added a second decision point at the “Full Ceremorphosis” feat that completes your transformation: is your Mind Flayer more adept at casting psionic spells or eating and metabolizing brains?
Becoming an Aberration might not be pleasant, and we want to create space for players interested in exploring that. The “Ceremorphosis Variables” table and “Elder Brain Control” sidebar both offer tools for players and Dungeon Masters who wish to explore telling the story of the transformation itself, as well as role playing the relationship between the character and the Elder Brain that seeks to control them.
Your Feedback Matters
We’re really looking forward to your thoughts and comments on the subclasses and feats in this UA. Once you’ve read or played with these playtest materials, be sure to fill out the survey on D&D Beyond, coming on August 27, and let us know what you think.
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Posted Aug 20, 2026All the subclasses have very cool concepts, but are mechanically underwhelming.
The barbarian one is extremely weak; the wizard one requires Hit Dice for everything and doesn't even give you ways to recover them more often; and the rogue one executes the intended fantasy well, but leaves you with no subclass on anything that isn't social roleplay until level 9.
They're good ideas, but still need a lot of work on the actual design.
The Mindflayer feat path, however, is pretty good; very satisfactory in all parts of its mechanical implementation. You guys did good on that one.
That said, the Mind Blast spell is ludicrously weak for its level. How is an exclusive 6th level spell dealing less damage than a 3rd level one? Baffling stuff.
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Posted Aug 20, 2026I agree on all except for that last point.
6d8 damage for a 6th level spell you get up to 6 free uses of in a 60ft cone that is an Int save and stuns for one turn is very powerful... Balance my dude, balance.
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Posted Aug 20, 2026I LOVE the theme, but the abilities of the subclasses and feats could use some work.
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Posted Aug 20, 2026I just don't get this House Agent Rogue...
Influence action as a bonus action, some poor 1/LR spells, and nothing else at lv3. The lv9 feature costs 4d6 of SA damage and also requires the target needs to be Friendly or Charmed to bu stunned for only one round (and yes the condition ends before your next turn so basically you cannot benefit from it).
Why would anyone play this subclass instead of Arcane Trickster?
Also, these features just won't work. There won't be any DM who'd allow a player to persuade an enemy to give up fighting as a bonus action while they're stabbing them with an action. This is not a video game. This feature also has zero use when fighting against monsters which it won't work in most of the encounters.
Some might say you can Influence with both of your action and your Bonus action, but still your allies are killing their friends.
The Lv9. feature also plays like a mess. I get the intention is those spy things, but in real plays, why would you stun a guy who's friendly to you in a real combat? The guy is already not attacking you, even maybing helping you out in that combat since it's Friendly to you. The subclass is just full of whys.
The Scion of the Three was already a mess. The only useful feature was doomed as INT Mod/LR and nothing else that will make you feel you do have a subclass. The UA Magic Stealer Rogue was also a mess and we never get to see a revised version of it. This House Agent Rogue still plays like vanilla Rogue with a Magic Initiate or a worse Arcane Trickster.
Is it really that hard for Rogue to have an actual playable new subclass?
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Posted Aug 20, 2026I think this Barbarian subclass was designed by someone that does not understand or really dislikes the Barbarian class. 2 damage for the cost of being hit and melee attacks only when the game is printing monster after monster with Arcane Burst that the Barbarian cannot resist and is melee and ranged. This scales to a pitiful 4 at level 16! Perception expertise and Blindsight slightly further than the Fighting style? Radiant infection is weaker than the damage over time the Hell Knight gets at level 3 and comes at level 10. Requiring a save for 1d12 damage at Level 14! What a lark for the caster fans.
I am really concerned for the Path of Lament Barbarian's fate after reading this. Expect Red all the way down the line in the survey.
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Posted Aug 20, 2026I love Out of the Abyss. I hope this means it's getting another round of polish or expanding the Underdark areas. Or is this a SCAG for the Underdark? I'd be down for that, too.
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Posted Aug 20, 2026As someone who primarily plays martials, I found the Path of Unlight Barbarian underwhelming upon my first read-through. The flavor and mechanics feel uninspired, and the subclass needs significant revision to be engaging.
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Posted Aug 20, 2026I don't yet know the specific meaning behind the Unlight setting, so I can't really judge the designs of the Barbarian and Wizard. Numbers and balance aren't something UA needs to worry about at this stage either. But the Rogue's subclass is way too dependent on charm effects. When facing enemies that are immune to charm and can't be reasoned with, it does become very passive. I understand the intention to emphasize the Rogue as a skill-user, but at least give it some abilities that can be used in any combat situation (what the Familiar provides is far too little).
:D
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Posted Aug 20, 2026Nice
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Posted Aug 20, 2026Reading the comments, maybe all three subclass conceptsneed to be new feat trees. Little tack-ons that can go with any class.
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Posted Aug 20, 2026I can't stress enough how exciting previous UAs were. Even things that missed the mark were trying interesting concepts.
This is NOT it.
The Rogue is in my opinion a broken subclass which can't be made good without having a complete rework. This subclass is the most interesting of the 3 still.
The barbarian is abysmal. It is barely a subclass until late tier 3, and it's not even worth it once you get your feature then.
The wizard is fine mechanically, but it's just a copy paste in terms of feeling to the radiant sorcerer from Faerun.
These concepts are cool, they deserve better, and we know you can do it because the past UAs were 300% better.
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Posted Aug 20, 2026The Mind Blast spell at the end silently confirms they are moving forward with Psion as a spellcaster. Super disappointed to see that.
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Posted Aug 20, 2026ENOUGH wizard subclasses. This arcana book has 4 coming and then here we go with another.
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Posted Aug 20, 2026Psionics have literally always been spells with a cost of paint. Other than spell points I don’t know what you expected. Be glad because they don’t know how to balance non spell features and it would end crap if they didn’t make it a caster.
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Posted Aug 20, 2026The Imaskarcanist subclass is, without a doubt, one of the most interesting things I’ve seen recently. It manages to capture the feeling that we are discovering a fragment of a truly ancient and dangerous magical tradition, rather than simply receiving another subclass with a new set of abilities.
The concept of Unlight is also excellent. It has a strong identity, both visually and mechanically, and its connection to the Imaskarcana gives the subclass a depth that goes far beyond its mechanics. It feels as though there is an entire arcane tradition behind it waiting to be explored.
I would really like to see more information about the Imaskarcana, especially their origins, nature, intelligence, and relationship with the ancient wizard-kings of Imaskar. It would be fascinating to discover what other knowledge and powers these artifacts have preserved.
I would also love to see the history of the Deep Imaskari, the High Imaskari, and, most importantly, Ancient Imaskar before its fall explored in much greater depth. There is an enormous amount of narrative potential in all three periods of Imaskari history.
It would also be fantastic to see other great Imaskari artifacts return or be introduced, especially relics connected to important figures in D&D history. One example I would particularly love to see explored is the Necromancer’s Skull Staff, associated with Velsharoon.
I sincerely hope this is only the beginning. Imaskar is one of the most fascinating civilizations in D&D history, and it deserves to be explored with the same richness and depth suggested by its own mysteries.
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Posted Aug 20, 2026LEVEL 14: DOOM OF UNLIGHT You can curse your enemies with corrosive Unlight, and the only escape from the curse is physical violence or an explosive death. When a creature takes Radiant damage from a spell you cast, you can take a Reaction to curse that creature with Unlight. The creature makes a Constitution save against your spell save DC. On a failure, the creature is cursed. Until the curse ends, the target suffers the following effects:
• The target emits Bright Light in a 20-foot radius. • Attack rolls against the target have Advantage. • At the start of each of the target’s turns, it takes Radiant damage equal to your character level.
• The target has Advantage on Strength checks and melee attack rolls.
Why would i want to curse a target and give them advantages? souldn't it be disavantages?
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Posted Aug 20, 2026Leaning into the light theme, the Path of Unlight Barbarian needs features like its own version of Blinding Smite to make it exciting and feel powerful. You have to capture the brutality of the barbarian fantasy.
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Posted Aug 20, 2026I definitely agree with a lot of people here in saying that the subclasses are pretty underwhelming. House Agent Rogue is really the only one that has some interesting stuff doing for it, but even then, it still has some issue with it.
However, I do think the mind flayer feats are the highlight of this UA. My only issue is the initial INT requirement might make it a tad hard for some classes to stomach.
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Posted Aug 20, 2026One of the reasons you don't become an NPC Mindflayer being "You are such an awful person that no Elder Brain wants to control you" is a HILARIOUS option.
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Posted Aug 20, 2026All "magic" is spells with a different coat of paint. I want them to go further and show that the game can be multifacted. D&D doesn't have to fit in one particular frame.
Plus, what we saw in the playtests looked like an Int Sorcerer. It had maybe 7 new spells to show for being an entirely new fullcaster.