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.
These look far closer to their respective fantasies. I am going to say that, while I really appreciate these insights and articles, I really miss the interviews, they brought a certain charm, brought the community closer together and allowed for more development of certain ideas. Also they were great to know the team behind the game.
It's almost word for word the Breath of the Dragon ability, so obviously yes.
I appreciate the Necromancer getting an option to summon an undead creature at level 3 — but right now all it does is stand there and look pretty, since it can't attack and has no other unique abilities. As a result, Grim Harvest also becomes useless because you have no combat-viable undead (yet) that might get hurt and thus need healing. This doesn't feel fully thought through.
Thus, the age old debate, Hulk V Thor, or in this case: Banishing Shot V Banishing Smite.
Banishing Shot. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die, and must succeed on a Charisma saving throw or be banished. While banished, the creature has the Incapacitated condition and a Speed of 0. At the end of its next turn, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Banishing Smite. The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Well, its nice someone on the design team actually wants a rider effect to Banish a target, when its called Banishing Shot, rather than slightly out-damage Divine Smite.
That's the Necromancer I wanted to see. Loving it!
The Tattood Monk has some potential in it but it needs some work. Monk already suffers from falling off at a mid point. Outside of its major buff in being able to just deflect whenever in the new source, it needs some work in second and third tier levels. The problem with this subclass is that it doesn't do anything that others don't outside of its first tier. I mean, ascendant dragon is a thing. And it's a SOLID subclass, so taking its final tier and adapting it to Tattoo, doesn't seem right.
Necromancer needed work, and still needs work. On paper if you don't know the difference... these changes seem pretty good. The problem comes when you notice that the undead just don't have combat viability, and grim harvest really isn't a useful ability in 2025. You are basically just creating damage sponges for the Mancer to use as a diversion. At which point you would be better off creating a tank wizard (actually not an awful idea. Maybe something that trades Spell Slots for AC as a subclass ability).
Conjurer on the other hand sounds good from what I am looking at here. As a DM I will say that I always struggle with players that know how to maximize the use of their summons. They can slow down combat to a crawl. That certainly looks the case here as well. I wish that summoning were handled on a "lite" scale. Thinking of how Avantris handles the spirits use in the College of Whistles Bard. Something that works with the Conjurer Wizard instead of separate from it.
No notes for Transumter or Enchanter. Transmute specifically now sounds like something that I would have fun using.
Necromancer and Arcane Archer look very nice.
I love all of these, but especially the revised Transmuter! Reading through it sparked my excitement like I never thought a transmutation Wizard could before (seriously, I have never had a strong desire to build a Transmuter before now).
I definitely prefer the Tattooed Warrior as it is now rather than what y'all initially put out. I'm excited to see how you improve it next!
I’d go with Smite since not many creatures have Force resistance compared to Psychic resistance. But the range could give it the edge depending on the situation
Arcane Archer I'd be happy with in its current state, it has everything I'd want in a fighter subclass and addressed every major issue with the subclass pretty handily. Necromancer, Enchanter, and Conjurer also seem pretty good from what I can tell, though others have mentioned that the summoned undead aren't actually all that combat viable since you don't get a feature to make them act and attack on their own like the pact of the chain warlock does until you get animate dead at level 6. The familiar skeleton/zombie just absorbs damage but can't take the attack action on their own.
Transmuter is mostly great, though if I had one complaint, it would be that the youth feature only makes you "appear younger" but not actually be younger physically. This means that despite the quest for eternal youth being a key aspect of the whole philosopher's stone/alchemist flavor of the subclass, it just makes you look younger without actually being able to make yourself physically younger. My only change I'd request to the subclass at this point is that I would love if the Restore Youth feature let you actually make you and your party younger, finally giving everyone easy access to immortality if they become a powerful transmuter wizard. Also, level 15 just a level later can give you the clone spell which does let you make a physically younger clone and provide that to your whole party given enough time and gold, so there is zero reason to limit a mainline aspect of the level 14 subclass feature just to prevent something that can be done a single level later.
Tattoo monk needs some work though. It's a lot better, but it needs to have more unique to it beyond just a few spells and buffing existing options. Other monks get fly speeds or new ways to use their abilities at level 11, but tattoo monk just gets a flexible resistance. Also, the monster tattoos are all really cool, but seem really weird to wait until level 17 to get them. If I were to go around blasting people with eye rays or breath weapons, I'd prefer to have that option much earlier on rather than suddenly getting ranged options at level 17 at the end of the campaign.
The Necromancer's level 3 undead minion cannot attack because it's an extension of Find Familiar.
That seems like an oversight.
I like the new Tattoo Monk, specially the new Beholder, Dragon and Troll option. The Beholder makes you an eldritch being, the dragón breath Is cool and the troll give you healing. The Displacer beast I'm not sure, but looks good.
I love the new transmuter Wizard. In the final capstone I would like to see some healing
In the necromancer. Allow that Grim Harvest can afect you too, and I would like to see the ability to consume one summon to survive
Updates are looking good! Still miss minor conjuration on the Conjurer Wizard as that was such a fun, creative, flavorful feature. Would love to see that make a return in the 2024 version!
I actually like the direction of the Necromancer, but I think it needs a little more spice. I would give the undead a bonus on attack rolls equal to your spell casting modifier just so they don't feel ineffectual, kinda like Danse Macabre. You could put that feature at 10th or 14th level if you think it'd be too strong at level 6.
Also would love if you could just detonate any undead you could control without waiting for something to kill them first. Also, I think the undead familiar needs to have a clause that allows them to attack at least.
Necromancy is about manipulating the forces of life and death, just that... And it's been pigeonholed into being a spam summoner... Again. All the boldness and innovation of the last UA gone... Just like with the enchanter. Yipee. It's like... Everything that was fresh, new and exciting about last UA is just completely flip flopped... Ain't that great.
Tattooed warrior might be one of the worst subclasses in the game these features are all not only incredibly dull but also absolutely worthless.