It’s time for another Unearthed Arcana playtest! This time, we’re diving into themes of survival and corruption with four apocalyptic subclasses: the Circle of Preservation Druid, the Gladiator Fighter, the Defiled Sorcery Sorcerer, and the Sorcerer-King Patron Warlock.
You can read the full playtest packet yourself or click below for highlights from each subclass, which include designer insights from Wesley Schneider and Makenzie De Armas.
- Circle of Preservation (Druid)
- Gladiator (Fighter)
- Defiled Sorcery (Sorcerer)
- Sorcerer-King Patron (Warlock)

Circle of Preservation (Druid)
The Circle of Preservation is a Druid subclass that focuses on conservation, protection, and restoration. Many iconic fantasy stories center on hope—on people who fight to protect the good in the world. The Circle of Preservation leans heavily into these kinds of stories.
Given that narrative framework, we wanted this subclass to be really adept at healing and protecting allies. The subclass introduces a new way to expend uses of Wild Shape, which creates an area of protected land that can buff allies in various ways. We also give you a bunch of healing, restorative, and protective spells as always prepared, to ensure you’re always ready to aid those in need.
Gladiator (Fighter)
When designing the Gladiator subclass for the Fighter, we took a lot of inspiration from video games, especially classic fighting games. The thrill of a finishing move or a perfectly timed counter is so iconic, and we wanted this subclass to deliver on that fantasy.
The Gladiator is meant to be a performer as well as a martial combatant. As such, we leaned heavily into Charisma as a secondary ability for this subclass. The subclass also needs to be brutal, yet still tactically compelling. So, its core feature, Brutality, hinges on using an additional weapon mastery property as a vehicle for different cool effects when you hit with an attack roll. Weapon mastery properties have been such a fun addition to the game, and it’s always a joy to get to play with them more in design.
Defiled Sorcery (Sorcerer)
The Defiled Sorcery subclass for the Sorcerer is all about siphoning life energy from yourself and the world around you to fuel your magic. There are a lot of ways that you can represent “life energy” as a game mechanic, and we wanted to use this subclass as an opportunity to explore alternate uses and different approaches to one such mechanic: Hit Point Dice.
A Sorcerer with the Defiled Sorcery subclass can expend their own Hit Dice to increase the damage of spells they cast. Especially ambitious Sorcerers can even attempt to drain life from another creature, using that creature’s Hit Dice in place of their own. To help mitigate the potential loss of healing capability (with this Sorcerer expending Hit Dice to power their spells rather than to heal), we gave this Sorcerer some fun defensive and battlefield-control abilities as well, to increase the Sorcerer’s survivability.
Sorcerer-King Patron (Warlock)
Warlocks who desire to command the battlefield and intimidate their enemies will find themselves right at home with the Sorcerer-King Patron subclass. For this subclass, we wanted to explore what it would be like to draw eldritch power from a tyrannical figure, and we leaned heavily into aspects of control and fear.
Like our other Warlock subclasses, the Sorcerer-King Patron subclass provides the Warlock with a handful of spells that are always prepared. There are some strong damage-dealing spells on this subclass’s list, but there are also several tactical spells, allowing this Warlock to cleverly manipulate the battlefield for their benefit. And, as you might expect, this Warlock interacts a bunch with the Frightened condition; between spells and subclass features, this Warlock has myriad ways of terrifying a foe, and at higher levels, Frightened creatures automatically fail saving throws against this Warlock’s magical commands.
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 August 28, and let us know what you think.
They will never do dark sun, and if they do, it will completely white washed. I can't imagine it being anything remotely correct or the original feel if they go down this path.
Are you going to finally implement marking Hit Die without having to Take a Short Rest, which has been a feature of items and abilities for some time but has still been overlooked on DnDBeyond?
Dark Sun was EXACTLY my first thought. I can't imagine they'll go through with it (as it was) but very interesting nonetheless.
This does look like Dark Sun. If it is Dark Sun, they will have to tone down some of the setting; there's no way around it.
In OG Dark Sun, the elves breed through *unwanted mating*. Also,*unpaid internship* is prevalent through most of the setting, let alone many of the species having specific real world unflattering racial analogies (i.e.: halfling cannibals/pygmy cannibals; muls as an *unpaid intern* species).
I'm just so happy DnD Beyond is sending out so many of these Unearthed Arcana again. I suppose it is probably because we have a new edition but I'll take it. Nothing here seems problematic. I'm most excited by the Gladiator and Defiled Sorcerer, but that's only a personal preference. I'm hoping the druid will replace the Twilight Cleric (I kinda love them as a player but even then it made combat a little less interesting).
I never played in a Dark Sun campaign but I'm interested in the warlock, just wondering if there would be any way to make them a good or (at least) neutral character.
Overall, enjoying these - will be running them in a one-shot asap - they seem like a pretty good party as is.
(A small wish would be that Beyond provided a quick one-shot to let us playtest these in their intended environment - if anyone up there is listening)
You can really tell it's a new day at WotC when Darksun is back on the table.
I do hope the setting is just as dark and brutal as before, something to remind us of how horrible climate change and greed can be. Darksun if done right is a warning to us.
Sorcerers didn't exist as a class during DS's prime so making them the posterboy for irresponsible misuse of magical power works well, let the DS wizards run their spells off mouse blood, bat dung and decades of male frustration.
Druid subclass is absolutely amazing. They should print it as is.
DARK SUN PLEASE?! We really want and need a grim and post-apocalyptic setting that is tough as nails. Ravenloft is awesome, yes, but still a different vibe. And please don't wash it over with butterflies and unicorns. The crappy and depressing setting is what makes it what it is. We want to make a difference, yes.
i want to play
For the druid I would make it that at some point the vegetation grown is permanent, not dissappear after 1 minute. Maybe add that to 14th level ability
Gladiator Fighter and Sorcerer-King Patron? Are we going full-Conan mode?
If you're going to release Dark Sun, make sure you handle the themes carefully. You're history over the last 5 or so years has been riddled with poor designs and an inability to understand the optics of any given situation. There are themes in Dark Sun that must be carefully addressed. You'd be better off leaving the racist troupe filled Dark Sun alone.
Considering how badly Spelljammer was handled i'm not very optimistic about a possible Dark Sun remake. Releasing 5e Spelljammer without fleshed-out ship combat or shipbuilding rules? Really? Yes, the original Spelljammer also did this, but then also released a supplement not long afterwards to fix it, and 5e already had put out functional ship combat rules in Ghosts of Salt Marsh several years earlier that they could have tweaked for Spelljammer. Instead Spelljammer 5e was one and done.
WotC will probably do a similar stripped down, half-assed nostalgia bait version if they do a Dark Sun remake, but i hope i'm wrong.
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My thoughts exactly! I read the original series but never played in the setting. I like the way they use the subclasses to tailor the classes to the setting flavor. It speaks to the flexibility in the 5E 2024 system.
I love the idea of the Gladiator with video game based attacks, but I probably wouldn't play it because you also have to max out CHA in addition to STR or DEX. If you altered it so that dexterity fueled it rather than charisma, the Gladiator would easily become one of my favorite subclasses.
also, PLEASE RENEW DUNAMANCY WIZARDS.
This is 100% Dark Sun (the UA mentions things like Preservers, Defilers and Sorcerer-King tyrants that don't exist in any other D&D setting). This article does a great job of explaining how each subclass links to Dark Sun lore: https://dungeonsanddragonsfan.com/dnd-dark-sun-apocalyptic-subclasses/
To play devil's advocate, the druid's Preserved Land ability appears pretty well balanced and differs from the twilight Cleric's Twilight Sanctuary's in several meaningful ways:
1. Smaller AOE - Preserved Land is only a 15ft cube, which is 1/4th the size of Twilight Sanctuary's 30ft radius. Additionally, this is not necessarily centered on the druid, so they do not automatically benefit from it like the twilight cleric.
2. A more balanced dice size - Preserved Land is 1d4 + lvl temporary hp vs Twilight Sanctuary's 1d6+lvl temporary hp.
3. Movement - To move this area of effect of Preserved land it requires a bonus action, unlike Twilight Sanctuary which travels with the cleric.
Overall we see a massive reduction to the ability of players to benefit from this due to the smaller size, a weaker version of the protection, AND bonus action movement to move it. This is so far from a copy of the twilight cleric, and for the major feature of a subclass I think it is pretty balanced so far.
The best part is that this is a UA, and we all get to give our feedback. If this is unbalanced, there is plenty of time for change :)