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.
Conjurer and Necromancer seem mostly fine. 14 lvl abilities are not worth a 5th lvl spell slot and that recoup price should be lowered. Only exception being demi lich exploding for 36d6.
Enchanter: Feels like twinned spell sorcerer with fey/bard elements. Mostly fine but double modify memory as capstone feels underwhelming unless you handle all social interactions with charm spells than maybe it's better than I think.
Transmuter: This feels like the most solid of the wizard subclasses. only modification would be for restore youth to actual restore youth maybe have a stacking element to using it a ton. Living till 1,000 or so should be achievable and then after that it starts having bigger and bigger drawbacks and requirements or something. poisons your body/permanent exhaustion or starts chewing up stats or something.
love this necromancer art
Tattooed Monk just doesn't work
Beast Tattoos have very few useful options (Bat, Crane, maybe Tortoise) and rest it too situational to be picked.
What Nature Tattoos give you, Storm Druid can get at level 3, and like ALL of it, without needing to choose. There is no Tattoed Monk that would not be better off switching to Druid after 5 levels as a result.
Celestial Tattoos are a joke, they are supposed to help Monk in skills, but aside the one ofr Hide action, they just make you from being bad at something into being mediocre.
Monster tattoos...Displacer Beast is a joke. I can spend extra of my special resources to cast a 2nd level spell is not a level 17 feature. It would suck for any level above 3. Dragon Tattoo gives you an ability Ascendant Dragon Monk got at level 3. No one is going to remember to check if you are Bloodied for troll tattoo to work. Damage dealt by Beholder Tattoo is laughably weak and I would prefer if we could replciate some of Beholder eye beams isntead.
The main problem with this subclass is that if you gave it all those abilities at each level, it would still not be more powerful than Elements or Shadow Monk, maybe it could compete with Mercy and Open Hand. As it is now? This is laughably weak.
What is up with this Monk design?! You’ve made cool abilities based on tattoos before. I considered the Eldritch Claw tattoo as practically a class feature for the underpowered 2014 Monk - go in that direction. Look at the cool abilities tattoos grant to a Monk in the Prisoner 13 scenario for Keys from the Golden Vault - go in that direction.
Honestly? I'd rather just say drop the Tattoo monk and maybe just in a later UA put the focus into reinventing Kensei Monk. Preferably with Masteries and fighting styles.
This. Also, maybe grant access to a single use of cool spells that they normal wouldn’t get access to. Like Blink or Steel Wind Strike.
I hope this version of Enchantment Wizard is a joke. Split Enchantment and Alter Memory are huge nerfs to the 2014. Enchantment wizards are probably the least played subclasses, so instead of making them better they nerf it? There are so many things that are immune to charm and even if they aren't most DMs rule a creature gets hostile if they save against a charm spell. Maybe a subclass features like subtle charm so they are unaware or unimpressed depending on level. Also don't change redirect attack it already completes with shield. If anything make it better than shield. Shield works on multiple attacks and you can use it a ton.
I mostly love this Necromancer. However at level 3 it feels.. useless. Your only Undead that you can summon, which is the familiar at that level. Can't make attacks like at all, it literally will never be able to attack. So other than the Necrotic Resistance your entire level 3 feature is useless, and can't be used until you are lv 6. Undead Familiar either needs a caveat where you can like use a bonus action to attack with the Skeleton or Familiar, or you need to not tie the feature to the Find Familiar spell and just give the Necromancer a Pet Minion.
Level 6 features are pretty nice, I do enjoy them. But I think they need some kind of boost to their attack rolls. The Undead you can summon just have a low chance of ever actually hitting anything.
Level 10 Feature is okay, I geuss? Level 10 ability to sacrifice your minion, for 10 hp.. 20 Hp at level 10.. so.. you are essentially sacrificing a minion to survive 1 singular hit from basically anything higher than CR 1. 2 Hits MAYBE if its CR 1/2 or less. This needs a boost.
Level 14 giving Temp HP to your Minions is cool, I geuss. The Exploding should just be exploding, the tying the damage to a weirdly worded and basically USELESS of "Half Creatures Hit Die" which everything that you can summon has 2 HD, thats it. So they are doing 1 HD of damage.. on a DEX save, the most common Save in the game, and the one with the most outs of just going "I succeed" or "I fail, but I still succeed" is honestly really bad. And it costing a 5th level spell slot to use on Undead you dont control, the ONLY things potentially will actually do damage feels even worse.
Also Arcane Archer, Kinda cool still hate how WEAK its arrows are. Like its supposed to be a person who infuses spells into their arrows.. so why does even at level 20 the arrow to less damage than a Cantrip from level 5 character? Scaling arrows is cool and all, but they need a buff still. Especially since they are a resource thing and they literally do not get spells like at all. When I could go and get a Uncommon or Rare bow that does more per shot than this entire class feature. Especially if I just take 1 level in Ranger? The Magic shots should start at 2d6 like old Arcane Archer, but I would make it so it adds 1d6 at the scaling points. Especially since these are only once per turn, the damage from them scaling like that wont break anything, and it will make the Arcane Archer actually feel like, ya know.. an ARCANE Archer. At this point literally Eldritch Knight is better than this class, or a level 3 Wizard using a Longbow without proficiency is more useful than this class.
Wow WOTC…..why do you hate warlocks? How are you going to give the primary Archfey subclass feature to a wizard subclass and make it double the distance, recharge on a short rest AND make it explicitly better by NOT being able to be counterspelled? And this is only HALF the conjurers features? Like really…..none of the rider effects on Steps of the Fey outweigh double the distance and being able to use it twice as often…..Warlock is the red-headed step child of casters….
I’m seeing some good things in these changes, but, like a lot of us, I’m wondering how these actually play. How do folk feel about:
1: Banishing Shot on a CHA save pokeballing any giant from 3rd level seems like it’s overpowered compared to other options and very disruptive to turn order
2: The additional admin involved in tracking so many of these abilities, with them having, say INT number of uses per long rest for AA
3: The lack of non-combat options for many subclasses has improved but will still leave a lot of players bored for two of the three pillars of the game
4: Why tax the Tattooed Monk focus points (again, another thing to track) for such situational and incidental options. Would it really break the game for a butterfly tattoo to let someone always jump, at 10ft up, given how rarely that’s important?
5: Why can’t the Arcane Archer switch their ammo when a monk can reform a tattoo? Logic suggests it’s a bit easier to tinker with an arrowhead than to remove and replace a tattoo within an hour while also having lunch?
6: Personally, I’d love to give a transmuter Alter Self at will. A Warlock can get it and when they’ve had it, players really love the fantasy of being so mutable and it didn’t spoil the fun for other players.
Final thought: I don’t know if my experience is unusual but my players rarely love the dice rolls so much that they’d burn a focus point to add another dice to their stealth roll. Especially with a larger group, it really slows the game down when there’s interruptions like that. The designers seem to be very fond of powers that force a re-roll or add a specific dice bonus conditionally, when I’ve found that even with experienced players, it just gets confusing and takes away from a narrative experience. I’d rather see flat mechanics, easily marked on a dndbeyond character sheet. The capacity is there to add a +1 to Stealth across the board rather than a focus point gamble for a variable and possibly useless bonus.
Nice work! I feel like the Necromancer should be able to (maybe once per day or somesuch) turn Animate Dead's casting into an action so you can bring minions back during the fight. Understand this has some logistical downsides but I feel like thats the fantasy a lot of folks want, and the Spores Druid was able to do a similar thing with a reaction back in 2014.
They laid off all of the people involved in those videos and interviews.
Why was minor alchemy taken from the Transmuter wizard? It seemed to be a core mechanic for the subclass, coming as early as it did, and fit in so well with the concept and name of the class.
Mechanically, there is really ZERO reason (that I can fathom) for the feature that makes you look younger. I didn't get it in the 2014 rules, I don't get it now. Minor Alchemy, on the other hand, I found extremely useful, to the point that without it, I don't know that I'd ever take Transmuter over Evoker, now.
People apparently just want a Diablo-esque necromancer.
When I first got back into D&D a couple of years ago and saw the Transmutation subclass, my thoughts immediately went to Full-Metal Alchemist. My first character was a Transmuter Wizard. Now, while I always thought the minor alchemy ability needed a bit more explanation of what you actually did to accomplish it, it was the CORE of that subclass. Now it's just . . . gone. Why? Nobody seems to be able to answer that question. And, really, what's the point of making someone LOOK younger but not actually BE younger? I would GLADLY dump that useless option (which I cannot, for the life of me, see any use for) to get minor alchemy back.
Would love to play a 2024 version of this subclass but won't do it if I can't have minor alchemy. It's a hard go/no-go for me.
One idea for Conjurer: once per day, you can cast a Conjuration spell and it won't require concentration, but it ends early if you cast another spell that would benefit from this feature.
Also, Conjurer should get Summon Beast, and not require materials for it.
Making Pact of the Blade available to all Warlocks was, from a mechanics standpoint, a mistake. They've tried twice to 'reinvent' the Hexblade, neither version of which captures what made the original so special. So why wouldn't they continue to water down warlocks even further? I agree - they seem to hate warlocks for some reason lol
The Monk Subclass feels like malicious compliance at this point.
"You don't like the fact that you just cast spells? Take these features that do the same things as those spells, but even worse."
Like instead of casting Invisibility for 2 FP, you get a 1 MA Die Bonus to a single stealth check, for 1 FP?
Instead of casting Longstrider for 1 FP, you can get an extra 10 feet of speed when you spend 1 FP with Step of the Wind?
The level 11 feature is at least useful, but very underwhelming for a lvl 11 feature.
The level 17 feature is quite alright, but that is much too late. Who would pick this miserable subclass, just for an alright after 15 levels of slog?
The concept of the Tattooed Warrior is so cool, but it feels like the designers don't have a vision for it. Not only does it not get any unique abilities, but the things uninspired features it gets are severely worse than comparable features with other subclasses.
Either redo it completely, or just leave it be for a few years, until someone has a vision.