Familiar faces emerge with this latest Unearthed Arcana! This collection revisits five iconic subclasses, each updated with fresh design and new flexibility for use with the latest Player's Handbook. Inside, you'll find the Barbarian (Path of the Ancestral Guardian and Path of the Storm Herald), the Fighter (Cavalier), the Monk (Warrior of Intoxication), and the Paladin (Oathbreaker).
You can read the full playtest packet yourself or click below for highlights from the subclasses, which include designer insights from Ben Petrisor.
- Updated Subclasses
- Path of the Spiritual Guardian (Barbarian)
- Path of the Storm Herald (Barbarian)
- Cavalier (Fighter)
- Warrior of Intoxication (Monk)
- Oathbreaker (Paladin)

Updated Subclasses
This Unearthed Arcana features subclasses from the past that we thought could use a touch-up. Each of these subclasses has new designs and quality of life updates to bring them in line with the updated Player’s Handbook.
As a side note, we saw comments about the Necromancer using an Arcane Focus along with their spellbook for their features, so we wanted to use this space to point to the Spellcasting Focus in the Wizard that states your spellbook can be used as a Spellcasting Focus for your Wizard spells. This means every Wizard has a Spellcasting Focus as long as they have their spellbook!
Path of the Spiritual Guardian (Barbarian)
Formerly Path of the Ancestral Guardian, we broadened the kinds of spirits that aid the Barbarian. They can still be your ancestors, but now could include spirits of animals and spirits of nature.
Spiritual Protectors (formerly Ancestral Protectors) has been broken up into multiple effects that can be chosen when the Barbarian hits with a weapon or Unarmed Strike. This feature now scales with the number of attacks the Barbarian makes, letting them replicate the 2014 effect with two attacks on the same target, or choosing different combinations as the situation calls for it.
Vengeful Spirits (formerly Vengeful Ancestors) continues this design emphasis of rewarding multiple attacks by letting the Barbarian make an additional attack when they roll 18-20 on the D20 on an attack roll. These features play well with Two-Weapon Fighting, Reckless Attack, and feats like Sentinel that let you make attacks as a Reaction more consistently.
Path of the Storm Herald (Barbarian)
Storm Aura has been redesigned to scale with the Barbarian’s Rage Damage bonus, and Desert and Tundra now use d4s instead of flat numbers.
Furthermore, Tundra has been redesigned from applying Temporary Hit Points to reducing the damage a creature can deal.
Each effect of Raging Storm has been redesigned. Desert now causes creatures to start burning; Sea can now cause a bolt of lightning to leap off the first target towards another; Tundra now deals Cold damage and halves the creature’s Speed in addition to the damage reduction.
Cavalier (Fighter)
Unwavering Mark no longer has limited uses. Ferocious Charger has been redesigned. It now gives the Fighter, and its mount, extra Speed, and moving doesn’t provoke Opportunity Attacks. In addition, during this movement, you can give a creature the Prone condition just by moving next to them.
Warrior of Intoxication (Monk)
Formerly the Way of the Drunken Master, the Warrior of Intoxication maintains its elusive nature and the ability to redirect attacks. New in this UA is the ability to create magical brews that the Monk can drink to gain various benefits. Drunkard’s Luck has been folded into a magical brew option and has been redesigned to grant Heroic Inspiration whenever you roll Initiative without it.
Oathbreaker (Paladin)
Like before, the Oathbreaker can replace a Paladin’s original subclass. In addition, the Oathbreaker can also be taken at level 3, without replacing another subclass.
Many of the Oathbreaker’s features have been adjusted or redesigned. Conjure Undead replaces Control Undead, allowing the Paladin to briefly summon Undead under its control; Dreadful Aspect now loops through Divine Smite; Aura of Hate now enhances Aura of Protection and clarifies only Undead and Fiends that are allies benefit from it; Finally, Dread Lord is a Bonus Action that imbues the Paladin’s Aura of Protection with each benefit broken up for readability.
Like similar features, Dread Lord can be recharged by expending a level 5 spell slot.
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 November 6, and let us know what you think.







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Posted Nov 6, 2025Hi! I feel like the features for the new spirit guardian subclass are a little weak. The stacking effects of the spiritual protectors are pretty cool but the extra 1d6 damage option should scale up as you level up, at level 10 an extra d6 doesn’t do much. Speaking of level 10 I also feel like two low level spells that you can only use once a day is little underwhelming, especially because augury is very situational. I think a better option would be the commune or divination spell, something that would be used often enough to be useful. And finally the level 14 feature is just a chance to hit a third time? Like I get barbarians are supposed to be all about giving out damage but this feels kinda slapdash. Maybe give them some kind of ranged ability, like sending out your spirits to do damage or distract from afar, give them more control abilities that martial classes usually don’t get.
Thank you for listening to my Ted Talk.
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Posted Nov 6, 2025This is going to be a very long comment, but before I start, I'd like to say that I have no intention of angering or offending you, JarieSuisen, nor do I want to pick a fight with you. I just want to lay out my opinion of the Oathbreaker and my counterarguments in support of it, because I think it's pretty cool.
You're actually not wrong about the Oathbreaker being an evil Paladin or counter to the concept of the Paladin. Judging by it's fluff, I'd say its meant to be 5e's take on the Antipaladin of previous editions. Antipaladins (also known as Blackguards) are former Paladins who've fallen from grace and turned to evil, gaining corrupted versions of their former powers in the process. In order to become an Antipaladin in earlier editions, you had to start with a certain number of Paladin levels, which you would slowly replace your with Antipaladin levels as you leveled up; this was a way of mechanically representing this fall from grace and turn to evil. If I had to guess, I'd argue this is the primary reason why the Oathbreaker is called the Oathbreaker, with some other reasons being a need for naming cohesion among the Paladin's subclasses and the fact that since the 5e Paladin is defined by its oath, a 5e Antipaladin would need to be defined by the lack or loss of one.
That said, I think the Oathbreaker shouldn't have tenets. That makes it feel too much like an actual oath, rather the remains of a broken one.
The Oathbreaker's fluff paints a Paladin breaking their oath as an evil act with selfish motivations, such as "corruption, pride, or thirst for power." The noble thing it refers to is a Paladin who's broken their oath using the Oathbreaker's powers to "achieve a great and noble deed to atone for their past evils." If you think that the Oathbreaker's powers sound like a reason to break one's oath, well, I'm sure that some Paladins broke their oath precisely because they found its powers appealing.
The fluff also seems to imply that only evil Paladins can become Oathbreakers, but I'd consider that aspect to be open to interpretation. However, I also think it's worth noting that there is some official precedent for a Paladin to have a genuinely noble reason for breaking their oath. Baldur's Gate III has an NPC called the Oathbreaker Knight, an Undead spirit who appears to Paladin PCs that have broken their oath with the goal of guiding them through rejecting or embracing their new powers. In life, he was a Paladin who served a brutal and tyrannical nobleman, committing all sorts of violent acts in his name, only to snap and slay his master when he could no longer stomach his cruelty, breaking his oath in the process.
I kind of agree with you on this one, but this is mainly because I think it would be cool if the Oathbreaker subclass allowed you to alter how Lay on Hands and Divine Smite work. For example, Lay on Hands could be modified to allow you to deal Necrotic damage to a creature and heal yourself, while Divine Smite could be altered to deal Necrotic damage and deal an extra 1d8 damage to anything other than Fiends and Undead.
The Oathbreaker is most likely going to appear in an XTGE/TCOE-esque rules expansion, meaning that using it at all will be entirely optional and you can easily houserule it out of existence. Even the subclass itself kind of acknowledges this, since its fluff's section about a Paladin PC breaking their oath and becoming an Oathbreaker begins with the phrase "At the DM's Discretion." The 2014 DMG (where the 5e Oathbreaker first appeared) also specified that, after redeeming themselves for whatever broke their oath, Oathbreakers can swear a new oath or re-swear their old one, with the caveat that the next time they broke their oath would be permanent.
TL;DR: The Oathbreaker is meant to be an evil Paladin and counter to the concept of the Paladin, because it is 5e's Antipaladin.
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Posted Nov 6, 2025After reviewing the Oathbreaker's fluff, I'd actually say that it's meant to be 5e's version of the Antipaladin of previous editions. Antipaladins are former paladins who've fallen from grace and turned to evil. To become one, you had to start as a Paladin and then slowly replace your Paladin levels with Antipaladin levels. In other words, the Oathbreaker is meant to be a fallen hero who's betrayed their own principles for selfish reasons.
Also, the fluff seems to imply that only evil Paladins can become Oathbreakers, but I'd consider that aspect to be open to interpretation. I also don't think the Oathbreaker should have tenets, since that makes it feel more like an actual oath instead of the remains of a broken one.
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Posted Nov 7, 2025What i want to know is why the hell did you re release Banneret without any playtests, it was the worst possible subclass, and it wasnt changed almost at all from being garbage, and we didnt even have a playtest to voice our concerns
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Posted Nov 7, 2025They did. It was pitched as having a dragon companion but that got taken out since (allegedly) it would be similar to Drakewarden Ranger
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Posted Nov 7, 2025Thats not realy a playtest for what we got there, it was playtest for a completely diferent class that would in no way fit with established DND lore(if they named it something else it could be a cool new subclass though), we saw nothing even close to this travesty in playtests
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Posted Nov 9, 2025I would like Shepard druid to be redone as it no longer works in the new rules.
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Posted Nov 9, 2025I really like the Oathbreaker out of all of these subclasses but I would like it to go away from an undead and fiend theme to something more like a fallen angel theme.
Like a Dark Knight that lost faith in a higher power and decided to take matters in their own hands. Their power could be powered by their dark psyche and instead of a undead companion they could summon forth their dark psyche in the form of a shadow simulacrum.
Or perhaps I have been playing too much Final Fantasy 14 but I always like the idea of an Anti Paladin and a Oathbreaker to still have a good side but they use darkness to accomplish their goals like Riku from the Kingdom Hearts series.
Plus I feel the undead theme is already covered by the upcoming Necromancer. If you want to go with an Undead and Fiend theme perhaps make a different Oath subclass and have the Oathbreaker be a morally gray Paladin who has forsaken the light to manipulate the darkness.
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Posted Nov 9, 2025Reminding y'all once again: real-life Drunken Master style is not literally about drinking. It's about using erratic movements and deceptive behaviors to trick your opponents into making bad attacks and underestimating your abilities. Make them think you're drunk and only avoiding/hitting them through "dumb luck" so they keep trying the same, predictable moves over and over again. This also works in social situations: You'd be surprised how trusting people will be if they think you won't remember what they said, or how easy it is to bluff out of trouble when they think you don't know what you're doing. This should be the Deception and/or Performance specialist Monk (maybe with a little Illusion magic?), not Popeye with booze instead of spinach.
However: If you're going to do this specifically, using alcoholic effects to enhance their fighting style, it should be the "Warrior of The Drink". "Warrior of Intoxication" makes it sound like they're selling drugs (or attacking with them).
Spiritual Guardian path feels like it's stepping on Wild Heart's toes a bit, but it does that in a marginally different way, so it still kinda works.
Storm Herald's Damage Reduction on top of their Rage resistance seems very strong, but I'll yield to your playtest data over mine. I'd like a "Hurricane" or "Tornado" option in addition to the "Wildfire", "Thunderstorm", and "Blizzard" options. Maybe something doing a lot of Pushing and/or area disruption? or would that be redundant?
Cavalier feels like it's giving Fighter a better version of Hunter's Mark, and I think that warrants another look (particularly at Ranger, imo, but whichever works.)
Oathbreaker feels way too deep into "Hellknight" territory, flavor wise. This is a Paladin that found ways to "cheat" for their powers, not a "soul damned to Hell because they like the smell of suffering". A "fallen angel" doesn't necessarily hate the ones they betrayed, nor is that always their motivation for doing so. In my mind, they're tragic figures; the ones in desperation, willing to sacrifice everything for the power to right a wrong they perceived, even if the wrong is in their original Paladin tenets or "righting" it condemns them to suffer. That's the theming I'd lean into instead: "power at a price". (Also, as it is, it overlaps a lot with Vengeance, both mechanically and flavorfully, and doesn't seem to offer much reason to use it over that.)
Side notes: If you're going to do an Antipaladin, you can just do that. That's your "I accepted Hell because F you guys!" Paladin, perhaps an "oath of spite" or "oath of demonic fealty". (Maybe give them a little Warlock flavor as well? or make it another Paladin-flavored Warlock subclass? since that's their schtick...)
If you're going for an undead or necromancy theme, you can play into that a bit more, but that's also not really an "oath breaker". On the contrary, that's someone forging and/or enforcing oaths (and contracts) with the dead (like an Orzhov agent on Ravnica). I would call it something like "oath of the soul shepherd" or "oath of obligation".
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Posted Nov 10, 2025I'm really glad that these revision surveys are being done, it's great that the community gets to critique changes before they're officially made!
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Posted Nov 10, 2025"When you make an attack roll with a Melee weapon as part of the Attack action and roll 18– 20 on the d20
I think no...they are not implying that...
I don't think that Opportunity Attack is 'part of the Attack action' being addressed.
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Posted Nov 11, 2025Just to be clear, the Warrior of Shadow is a revision of the Way of Shadow, not the Way of the Ninja.