This playtest introduces four subclasses that explore new ways to wield, counter, steal, and bargain with magic: the Warrior of the Mystic Arts (Monk), Oath of the Spellguard (Paladin), Magic Stealer (Rogue), and Vestige Patron (Warlock).
You can read the full playtest packet yourself or click below for highlights from each subclass, which include designer insights from Jason Tondro.
- Mystic Subclasses
- Warrior of the Mystic Arts (Monk)
- Oath of the Spellguard (Paladin)
- Magic Stealer (Rogue)
- Vestige Patron (Warlock)
Mystic Subclasses

This Unearthed Arcana features four new subclasses that share an interest in magic. They combine magic and martial prowess, prey on or protect spellcasters, and commune with eldritch beings that seek to return from death.
Warrior of the Mystic Arts (Monk)
A Warrior of the Mystic Arts combines spellcasting with martial arts in several ways. For example, the character can expend Focus Points to regain spell slots or vice versa, expending spell slots to regain Focus Points. As they advance in level, the Warrior of the Mystic arts can combine attacks and spellcasting in a single action.
This subclass uses Wisdom as its spellcasting ability and its spells come from the Sorcerer spell list.
Oath of the Spellguard (Paladin)
This new subclass—named for the Spellguard Shield in the Dungeon Master’s Guide—protects their allies while wielding specialized abilities to defeat spellcasting enemies. When a nearby enemy begins to cast a spell, the Paladin responds with the iconic Spellguard Strike, not only inflicting damage but also potentially negating the spell as it is being cast.
The Oath of the Spellguard grants access to all the spells that most bedevil spellcasters, like Dispel Magic, See Invisibility, and Silence. The Paladin’s Aura of Protection simultaneously helps allies maintain their spells while, at higher levels, defending them against spells and spell attacks.
Magic Stealer (Rogue)
This subclass is inspired by magic-stealing Rogues from previous versions of the game. The Magic Stealer absorbs spells to empower Sneak Attack, and can even redirect magical power to an ally, allowing that ally to recover spell slots. As the Magic Stealer advances in level, they gain new uses of Cunning Strike that steal Resistance, disrupt spells, or make the target vulnerable to spells. And, because the Magic Stealer is bound to have many spellcasting enemies, this Rogue can cast Nondetection to slip past divinations and magical wards.
Vestige Patron (Warlock)
The Vestige Patron is inspired by the Binder, a class from a previous edition of D&D that influenced the Warlock class. A vestige is all that remains of a dying or forgotten god who lends power to the Warlock in exchange for a chance to grow in power and live again. The vestige accompanies the Warlock on their adventures, and as the Warlock advances in level, the vestige grows in power, protecting the Warlock and their allies and eventually adopting a mighty, terrifying shape.
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 January 22, and let us know what you think.







-
View User Profile
-
Send Message
Posted Jan 15, 2026Please fix the Circle of the Shephard Druid. It LITERALLY doesn't work with the updated ruleset and should be made a priority.
-
View User Profile
-
Send Message
Posted Jan 15, 2026I really like the flavor of the Rogue, he is definitely a bright spot in this Unearthed Arcana.
The fact that you can use it to help your teams spellcaster and disrupt others is great.
Other subclasses feel either weak, uninspired or underwhelming. It's like they spent all their creativity on Rogue.
I hate that every spellslinging subclass (Monk this time is just a bladeslinger warrior) is just the same thing over and over again, without any changes, just "more spells". I really wish each of them had at least a small featute that could be unique to their class.
Paladin feels too niche. Like there is no world anyone would take him unless they know they are playing a campaign where all enemies are mages. Other paladin3 sublasses can fill this ones fantasy pretty much the same, while feeling more useful in every other campaign.
Warlock just feels underwhelming and clunky.
-
View User Profile
-
Send Message
Posted Jan 15, 2026Why does the Monk subclass gain Sorcerer spells? Cleric or Wizard are the ones that make sense. You're just making a Monk subclass that's worse at being a Sorcerer than the Sorcerer already is.
The Rogue is also bewildering. What about the Drain Magic feature screams Rogue? That's a perfect Sorcerer or Wizard thing. Make that a spell and give it to those classes.
Paladin subclass looks pretty cool. Not sure how crazy I am about giving them the shield, given they're half-casters and have heavy armor, but I think this one has serious potential.
I don't quite get the Warlock subclass, but that's probably because I don't usually care for pet-focused subs. It looks interesting, though.
-
View User Profile
-
Send Message
Posted Jan 15, 2026I love all of these . I really wanna know whats going on with the psionic I think the last rendition was really good except for the metamorph and the over reliance or altering specific spells in the telechenetic's last 3 features. If those things got tweaked it is ready for print please give us a update on what subclasses and classes from 2025 scored high and are still being worked on and which are on the shelf. Also pls consider redoing the tavern brawler fighter as well I want a punching fighter
-
View User Profile
-
Send Message
Posted Jan 15, 2026OK people, keep calm and embrace the obvious. Dark Sun is coming. Past apocalyptic IA and now this? Can't be more obvious 🌄
-
View User Profile
-
Send Message
Posted Jan 15, 2026Disappointed there isn't a sorcerer sub-class. The Way of the Mystic Arts is interesting. I just hope it doesn't clash with the Way of Shadow. I'm looking forward to see where Breezy Do Urden goes with her multi class of Way of Shadow/Bladesinger/Champion (Shadowdancer). Looking forward to learning the difference between a Magic Stealer and Arcane Trickster.
-
View User Profile
-
Send Message
Posted Jan 15, 2026Move over Scion of the Three, somehow we have a new "worst D&D 2024 rogue subclass." In record time too. My favorite part is outside of the trigger and immediacy, the Magic Stealer rogue's first feature is legit just a remix of the Scion of the Three's first feature. Use reaction to get Sneak Attack bonus a number of times per day equal to Int. It's the same thing. Are you that strapped for ideas? Not to mention that half of 2024 rogues are Int based now. Can we get a Wisdom or Charisma secondary subclass?
The rest of the class isn't looking so hot either. Another dodgy feature that involves removing spells from an ally, but a lot of the new MM enemies don't use spells nearly as much as 2014. More useless Cunning Strikes in place of actual class features and then there's never been a reason to play a rogue past 10 in this edition so yeah. That's that.
-
View User Profile
-
Send Message
Posted Jan 15, 2026Way of the Mystic arts Monk has some potential but currently doesn't feel like it does enough. I may be missing the necessity to giving them Sorcerer spells over Wizard spells, but I don't think it is an awful idea. I do however wish there was some kind of additional way to spend Focus points to emulate the meta magic feature. And if Sorcerer is the route we must take, I would love to potentially see a Monk that is capable of using Charisma instead of Wisdom for their class features. Player's choice, of course.
-
View User Profile
-
Send Message
Posted Jan 15, 2026The Oath of Spellguard is a known archetype that was some pros and cons. Where this version falls flat is asking the player to jump out of position to punish enemy casters and away from their party and partners.
The level 3 feature could be greatly improved by extending the range from 5 feet to 15 or 30 feet. Maybe even aura range?
The level 7 feature seems like it will almost certainly be redundant because most spell casters will take Warcaster and you can't have double advantage. A fix could be changing the feature to affect all Constitution Saving throws or swapping advantage for a bonus equal to your Charisma modifier.
The 15th level ability reads clunky but seems incredibly useful. Perhaps it is too reactive? Maybe adding a choice between Counterspell and Dispel Magic would get better results and utility?
-
View User Profile
-
Send Message
Posted Jan 15, 2026Out of these, personally, I think the paladin is the weakest.
I like that we're getting a proper caster Monk, instead of whatever janky mess the 2014 Four Elements Monk was trying to be.
The Magic Stealer Rogue being able to end a low-level spell (such as Hold Person) on an ally with no rolling while also giving that ally the ability to regain a spell slot is very nice, even if it's only once per rest. Also being able to inflict a passive Counterspell on an enemy for a full round if you hit with a Sneak Attack could be quite useful.
And I personally like companion based subclasses, so the Vestige Warlock seems really cool (though I would like if the companion could benefit from your Hex spell, similar to the Beast Master Ranger) and I love the level 14 feature of giving your companion a temporary power boost by turning it into a Summon [type] spell.
-
View User Profile
-
Send Message
Posted Jan 15, 2026So cool cool. We can intuitively figure we're going to get a 24 Tome of Magic and Darksun as the 2 big releases. Then probably 3-5 digital splat books (ala ABoH) and 5-6 3rd party books added to D&D Beyond in 26. So just announce them.already!🤣
You're losing the algorithm kids!
-
View User Profile
-
Send Message
Posted Jan 15, 2026Fix shepherd druid!!!!
-
View User Profile
-
Send Message
Posted Jan 15, 2026I honestly think for Warrior of Mystic Arts, maybe selective spells can be used and modified. Like Enlarge/Reduce or Alter Self can be casted with Focus Points, however won’t require concentration to maintain. Or empower one Monk unarmed or weapon attacks with True Strike or Shillelagh, however they can still use their multiple attacks or can use Shocking Grasp and Chill Touch in place of an unarmed attacks, while getting a boost w/ the Dex or Wis modifier? Gain access to Shield up to Proficiency times a day? Cast Magic Weapon on fists & up cast with more Focus Points? And when they get to running on water, they’re granted the effect of Water Walk spell?
The ability for the Monk to integrate spells that affect the body, weapons and occasionally use for protection, turns the Warrior of the Mystic Arts into a force to be feared while still keeping in the spirit of the Monk. Instead of, if I wanted to play with Sorcerer spells, why not be a Sorcerer?
-
View User Profile
-
Send Message
Posted Jan 15, 2026While I think this playtest is cool in theory, I feel like most of the subclasses feel a bit uninspired and underwhelming.
Mystic Arts Monk makes sense, but as others have mentioned it is lacking in flavour and unique identity. It's truly just "martial + spellcasting"
Spellguard Paladin seems alright from a mechanical standpoint, but just isn't very exciting to me. There's no big attraction to the subclass. Nothing terribly flashy or active, it just makes other spells more or less effective. It might benefit from some more active, general use combat utility.
Magic Stealer Rogue is first of all an awful name, I really hope that's a placeholder. Second, it's just not a very well thought out subclass lore-wise. Rogues are among the more grounded classes of DND, and even the more mystical ones like Psion and Arcane Trickster both have explanations for where their power originates. This one is just... a guy... who can grab magic? Somehow? Why is this a power? Why can't archmages recover slots from dispelling their own mage armor but some guy who literally doesn't know magic can pull it off and just hand them a spell slot more powerful than the original spell? I read this subclass and all I can think is "why?"
Vestige Patron is again and interesting concept, but I think it's unnecessary. A dying god that's either a celestial, fiend, or undead can just be represented by the Celestial, Fiendish, or Undead patrons. They're far more flavorful and will present their patronage in more interesting and clear ways than a vestige that can be all three, and therefore doesn't feel particularly connected to any. Additionally, it makes no sense that you can change the vestiges creature type. If your patron is a dying fiendish deity, then you can't just wake up one morning and say "oop, you're a celestial now!" That's nonsense.
In all cases, these subclasses lack clear identity and suffer from a lack of inspiration. It seems abundantly clear that these subclasses were born from someone saying "quick, we need more magic themed subclasses", rather than trying to make actually good ideas a reality. I don't think any of these should be printed as is.
-
View User Profile
-
Send Message
Posted Jan 15, 2026All Vestige patron features should be new eldritch invocations for a pact of the chain warlock,which we really need.
It doesn’t feel like a full subclass on its own, and it is quite empty lorewise, other sublasses alredy cover those theme better (fiend celestial and undead patron)...
-
View User Profile
-
Send Message
Posted Jan 15, 2026The Magic Steeler Rogue feels fine. Some interesting anti caster tech without any saves required. I especially like the additional damage being able to compensate for the damage you are missing out on with Cunning Strike. My only note is that it doesn't feel right that you could end a Shield spell effect, but the caster can gain a 2nd or 3rd level spell slot back. That ability could use some re-wording for sure.
-
View User Profile
-
Send Message
Posted Jan 15, 2026Mystic Arts Monk: Mystic arts monk is a very cool idea. By far the most interesting of this bunch. I just feel it needs a little something beyond spell casting that is exciting. And maybe wizard spells instead as a lot of sorcerer spells are combat only and as a little-less-than-half-caster it just wont scale well. However, if someone wants to build one of these with an elemental focus and choice of spells, warrior of elements may be better. If someone wants to build it with a necrotic focus, warrior of mercy may be better. However if someone wanted to build it with a psionic/psychic focus I think that is a unique angle to go for that cant be done by anything else, perhaps this framework could be utilized instead for a psionic monk instead?.
Magic Stealer: it is a neat but very specific flavor, and it wont be super useful until one gets later into a campaign where more monsters have spell casting. However when its useful its very useful. I do think Spell stealer rolls off the tongue better than magic stealer though..
Spellguard: Spellguard I think is mechanically cool but its flavor is weak, I feel this is what Oath of Watchers should be.
Vestige: Vestige warlock is incredibly cool. Great flavor that I feel many people have wanted for a while. Im not sure how I feel about it grabbing specifically from cleric subclass spell lists, but it gives us a summoner warlock, who can also pick pact of the chain for another summon. Mechanically it seems a bit weaker than other warlock subclasses, but I also havent played a warlock before.
-
View User Profile
-
Send Message
Posted Jan 15, 2026Can the Vestige Patron Warlock have a familiar and the vestige?
-
View User Profile
-
Send Message
Posted Jan 15, 2026The Vestige Patron is my favorite subclass of the four. I have been itching for a summon buffing focused subclass on any caster for 20224+. But it definitely isn't perfect.
One question I have is whether or not the Vestige is in place of Find Familiar. An if not, can it even benefit from Pact of the Chain Invications? Personally I would love to have the Vestige as a main summon and the PotC Familiar as a utility piece.
The Vestige Spell List is an interesting choice and offers a wide spread of customization, but it may be alot for a player to choose at Level 3.
The level 6 ability is nice to have but nothing else happening at 6th level feels empty. Perhaps an ability could go here that let's you spend a resource to provide an optimal buff to your Vestige?
The level 10 aura ability is a good defensive tool but doesn't impact the battlefield in any meaningful way. Being able to drop a Fireball on your party and give them resistance is kinda cool but other spellcasters can to it either more reliably or even for less investment. Perhaps the aura could have different debuffs associated with it depending on the type?
I really like the 14th level ability and it feels like a fine enough capstone to see your Summon go Ultimate and evolve. But to limit it only to once a day when your whole character is specialized in using the Vestige for combat, only for it to be able to operate at 100% once a day means this subclass runs out of steam fast compared to every other 14th level character. Perhaps make it cost a Pact magic spell slot instead?
-
View User Profile
-
Send Message
Posted Jan 15, 2026I believe so? But I would also like this clarified.