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.
I really liked Bolstering Belief on the Enchanter Wizard, and I wish they had stuck with it. It felt like the Enchanter was getting a touch of Bard in there, and using their spell woven words to bolster the party. It was also nice to see the Enchanter expand the definition of Enchantments.
The new Alter Memories ability seems niche to me, and not really as impressive or fun compared to the other subclasses on here, especially the Conjurer and Necromancer. I hope they rework Bolstering Belief back into this.
I would LOVE to play an Enchanter, so many fun possibilities where Roleplaying + Magic = unique or even better results to a Challenge than combat.
EXCEPT, it is still UNNECESSARILY NERFED.
How?? Because most Enchantment spells come with the "you can make this save again at the end of each of your turns."
WHY? Just, why?
Is WoTC afraid that players and DMs can't handle the unlimited threat of Enchanters all over the world stealing everything or bedding everybody or ruling every kingdom either themselves or behind the scenes?
I exaggerate but still... why must this school of magic work like this?
I know, I know, many other spells from other schools have this 2nd, 3rd, 4th, etc chance to avoid the spell but completely? Like, total waste for the player trying to play a real focused Enchanter, yes takes someone out of the fight for a round but if they save next rd you might as well of just damaged them, because they have no lasting effect once you save.
Very few Save-or-Suck (what I call them) spells anymore, which seems... wrong, because, um, MAGIC!!
And yet you might still wonder why Enchanters are the rarest spellcaster out there??...
(and yes, I have tried playing them in 5e, twice, reeeeally sucks when the dice and that keep-saving rule takes away all your class' fun.
Muc more promising.
I just hope that AA gets untied from intelligence.
The subclass would benefit from a mental ctat pick. So you choose Int, wis or Cha. Reason? You are so limited with your stats, if you want to play a certain character that is an AA, you need to check of the character you wanted to play fits the stats. Plus tying the number of uses to Int doesnt change much compared to 2014 in the early to midgame you would still only get 2-3 arcane shots tops. Which only get bigger with Int not with fighter level. Letuthe number of shots scale with fighter level and the DC with a mental stat you pick and i think it would be a perfect rendition.
So, what are anyone's thoughts on the new necromancer? it seems better given you can throw out 5 undead by 6th lvl
The butchered all of the wizard subclasses. Why did they decide to remove Minor Conjuration from the Conjurer school? Conjurers summon things, not teleport!
Hypnotic presence is so lame now. It's once per long rest, or you have to burn a spell slot to get it back. Why did they decide to nerf the recharge of Instictive Charm AND make it come at a higher level? Alter memories was gutted too. You used to be able to make a creature forget HOURS of the time it was charmed, and now you can twin Modify Memory. Exciting! NOT!
The new Necromancer is just tragic. Grim Harvest doesn't harvest anything. Bolster Undead is so poorly designed. You should never have to track the EXACT time of day just to make a feature work! Who named Extinguish Undead"? It does not extinguish Undead. Exploding and extinguishing are VERY different words.
Who decided that Transmuters needed to lose Minor Alchemy? It's such a fun way to scam merchants!
Hopefully we get an update to Psion soon too.
Are you going to publish relate magazine like booklets for these changes? It would be nice to have a supplement booklet when you done these corrections and or updates. Something i can put with my books. Thanks! Or i suppose they could just be referred on DnDBeyond. That works too to be honest.
Not true. Conjuration school is about moving things. That includes both summoning and teleporting.
That may be true, but the main thing people think of when they hear "Conjurer" is most likely creating whatever you need in a giving situation, not teleporting away from enemies. At least, that's how I think of them.
I think all of these are going to appear in full supplementary books like Xanathar's at some point.
Yeah, I'm right there too. Without a more available arcane shot it feels mundane. Might as well just play a ranged eldritch knight, you would get more magic and more choices.
Thank you so much for fixing necromancer and making them cool!
I think that this Enchanter is better than it's previous iteration due to Split Enchantment being available at 6th Level and revisiting some 2014 mechanics, but forcing Hypnotic Presence to be Concentration-based is a misstep in my opinion. If the purpose is to free up Action Economy to allow Enchanters to use their Action on each turn, I think a better solution would be to have it 1) not Concentration-based, and instead 2) require a Bonus Action to maintain. That way, an Enchanter isn't using their Concentration to lock down a single defender, as most of the available 2024 Enchantment spells require Concentration. This would better synergize with Split Enchantment, allowing an Enchanter to potentially lock down 2 opponents with Hold Person/Monster with Split Enchantment, and still be able to use Hypnotic Presence.
Instinctive Charm seems a bit underpowered at 10th Level, since the Rune Knight's Cloud Rune is a much better version and available at Level 3.
At level 14, maybe something like "Improved Enchantments" where you can add your INT modifier to Enchantment Spell DC saves. Modify Memory is a cool spell to always have available, but at level 14 I'm not sure how useful it would be since you can also get it 5 levels earlier using the Enchantment Savant feature.
I've always loved Enchanters and am glad they are being included in UA!
A wizard's save DC is 8 + int mod + prof bonus. Are you suggesting adding int to save DC twice?
Since most Enchantment spells are based on WIS Saving Throws, some kind of feature that increases the odds of success.
I feel like Necromancer is a step in the right direction but I would like to see the ability to control more interesting and powerful undead as you progress in levels. Things like Ghasts and Ghouls, nothing insane but CR 1/4 zombies/skeletons really start to show their age quickly.
AA good except high level abilities. This should be an offensive subclass don't waste the 2 high level slots on defensive abilities you should be actively trying to never need. Remove arcane burst and move masterful shots to lvl15 with misty step instead of half move for magical feel. add use limits if needed for balance. Give me a tactical mana nuke for lvl 18 ability.
Tattoo monk: weak ribbon abilities that don't change play much till 17. Transmuter stone at lvl 3 is an upgraded version of lvl 11 nature tattoo. Add some damage and damage type change to it or something. needs work.
I really like the idea behind the new necromancer. I just wish there was an option to summon "more powerful" undead which actually compete with the hordes rather than being essentially glorified bodies on the field. Lower level undead are INSANE in large groups, but higher level undead essentially have little use (aside from wights with body blocking, and even then, ehhh.)
bro these are still super bland go back to the drawing board again.