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 17, 2026If Eldritch Knight wasn't underwhelming enough, here's the exact same thing, but with monk. Boring and weak.
-
View User Profile
-
Send Message
Posted Jan 17, 2026This isn’t psionics…. Classes are okay but I was hoping for and expecting psionics, guess they are repurposing the name from past UA
-
View User Profile
-
Send Message
Posted Jan 17, 2026Am I missing something or does the Monk level 17 ability just do nothing? You can spend both of your attack actions to cast a level 1-2 spell or you could just cast it regularly as an action. Doesn’t seem like there is a benefit.
-
View User Profile
-
Send Message
Posted Jan 17, 2026Looking forward to these, when are u updating the necromancer wizard. Its my favorite class and would love to see it in the new rules.
-
View User Profile
-
Send Message
Posted Jan 17, 2026You can get this with a normal cleric, just like you can get more flavorful vestige warlocks with a base subclass.
-
View User Profile
-
Send Message
Posted Jan 17, 2026They literally printed a Level 17 Monk feature that does NOTHING. Monks will never beat the allegations of being useless
Also can we talk about the difference of power between the Spellguard and Spell Thief?
Paladin:
This is an unlimited reaction that you can make. You also get guardian bond (short rest ability) and free spells. One of those spells is shield!
Meanwhile the Rogue:
You can only do this Int/LR amount of times, and all you get in return is a bit of extra damage.
Your other feature is being able to end a spell 1/SR on an ally that also restores a spell slot. Which is neat, sure, but it also encourages you to not use it on martials since they get nothing out of this.
Why is the Paladin so stacked while the Rogue gets so little?
-
View User Profile
-
Send Message
Posted Jan 17, 2026I remain adamant that 3rd party creators know how to build DnD material better than the owners of DnD.
Monk- So uninspired they didn’t even change the wording of Eldritch Knight’s capstone ability before slapping it on the Monk’s. Out of all of them, this one feels the most phoned in. I swear, it’s starting to feel like they have no idea what to do with this class. It’s identity crisis is nearly as bad as the Ranger at this point.
Rogue- An ability to get rid of magic affecting someone… once per long rest… as long as it’s a 1st or 2nd level spell… At least it finally gets somewhat better, too bad it’s at the end of the subclass. Why not make a Rogue that STEALS SPELLS?!
Paladin- An hour long Channel Divinity, too bad it only works if your ally is within 5ft. And even then you have to use your Reaction to increase their AC for a single attack. Just get the Fighting Style that lets you give the enemy Disadvantage for the rest of their turn against an ally.
Warlock- Another generic pet subclass that doesn’t do enough to make the pet any more interesting than any other pet subclass.
-
View User Profile
-
Send Message
Posted Jan 17, 2026I love the flavour of the Spellguard Paladin. I've been trying to figure out where the Swordmage really fits in 5e for a long time. There are arcane gish characters, sure – I especially like the Battle Smith and Armorer Artificers for a purely arcane take on this. But the Swordmage often felt like it was trying to either be a Paladin but Arcane or a Ranger but Arcane.
Oath of the Watchers, and more recently Oath of the Noble Genies, shows that Paladins can inhabit arcane gishy territory just as Artificers, Bards, Fighters, Rogues, Warlocks, and Wizards can. This lets us explore a very Paladin-esque but Arcane societies style knightly protector of Mages (as well as protector against Mages). Spellguard also is not just a ref to the Spellguard Shield, but also to the Spellguards of Silverymoon.
I'd love to see an Arcane-esque Ranger subclass as well that embodies the more witchhunter/arcane hunter / Aegis of Ensnaring style of Arcane gish, maybe even in a reworking of the Monster Slayer subclass, but I love the narrative space that Paladin gives to this archetype.
If it walks like a Paladin, and it quacks like a Paladin, but it wants Wizard spells not Cleric… then maybe it's a Paladin with a few key Wizard spells added to the spel list.
I also think this type of Arcane Gish fits more with the Str/Cha than the Str/Int Armorer & Battle Smith – those are emphasizing a different type of the story. This is almost more like the warrior who serves the Magic School and picked up magic along the way (that feels less cerebral and more sorcerous).
The Spellthief in all but name baffles me, because WotC's already used the name for the capstone feature of the Arcane Trickster. I get that this is sort of like, what if instead of 1/3 castery Wizard spells, we do clearly magical but specialized abilities a la Arcane Archer and Rune Knight Fighters? That's fine. Even the idea of really fleshing out the stealing magic is fine. But in a landscape where Arcane Trickster is literally the Magic Thief // Spell Thief // Phantom Thief // Lupin // Dark Mousy tropes, how is the Magic Stealer unique? I almost wish that you have given Arcane Trickster a different capstone so that you weren't dabbling in archetypal spaces when you wanted to go more all in on stealing magic.
That all said, I could also see the Magic Stealer as a red herring, instead being a tyle of Defiler-Magic Rogue for Dark Sun, with a different final name. But as it stands, there's just no narrative space for a Spellthief in an environment with Arcane Trickster already embodying the Spell Thief.WotC, you need to prove to us why this Roguish Archetype is not just a variant of Arcane Trickster. Rune Knight and Arcane Archer figured out their differences. Even the Cavalier shown in Unearthed Arcana in October 2025 lays out a very clearly different version of a Courtly Knight from that of the revised Banneret, the Battle Master, and the old Samurai. These subclasses were all stepping on each other's narrative toes, but now I really get a sense of how they embody different spaces.I believe you can do this with the Rogue too, but this pass on it just lacks inspiration.
Master of the Mystic Arts Monk is a fascinating take on Wong and Shang-Chi and Doctor Strange, etc from the MCU – this halfway between Wuxia and Sorcery tropes. I'm in for it. That said, I still think it's crazy that we haven't had a similar Monk that does 1/3rd Cleric spells. I also think it's very risky to use the Sorcerer spell list instead of the Cleric/Druid/Wizard lists – those three lists are more balanced for multiclassing, gish subclasses, and magic initiate feat takers, while the Sorcerer like the Artificer, Bard, Paladin, Psion, Ranger, and Warlock, use very very specialized spell-lists that don't necessarily balance with other classes pilfering from their lists.
Vestige Pact Warlock is a narrative space I've been begging for since 2014, as it was a very prominent O-Warlock build in 4e, was a fascinating class in late 3.5e's Tome of Magic, and had a separate Warlock subclass take on it in Essentials (the Binder, from Heroes of Shadow onward). I'm not sure I love this version. I kinda prefer the idea of either you're drawing on the power of a dead god like Atropus floating in the Astral Sea, or else you're making various small pacts with vestige entities that when summoned do different things (kinda more like a Final Fantasy or Golden Sun Summoner). This feels instead like a Warlock Pet subclass, and I'm not sure it hits the sweet spot of what made Binders and Vestige-Pact Warlocks feel so awesome.
-
View User Profile
-
Send Message
Posted Jan 18, 2026Neat UA. Now LET US KNOW WHAT BOOKS YOU ARE RELEASING IN 2026! You're losing the algorithm kids 🙂
-
View User Profile
-
Send Message
Posted Jan 18, 2026Warrior of the Mystic Arts:
17th level doesn't make any sense. The Monk only gets two attacks so why are they having to sacrifice both attacks just to cast a 1st or 2nd level spell?
-
View User Profile
-
Send Message
Posted Jan 18, 2026Why wouldn't a Monk use sorcerer spells? Sorcery already provides a mechanism for converting between Spell slots and Sorcery Points. Now that Monk features now not only use less Focus Points, they can also regain some without a short rest. And using Wisdom as your casting means you don't have to sacrifice anything for Charisma
-
View User Profile
-
Send Message
Posted Jan 18, 2026First off, chill, if you don't like it, then you don't have to play it, but there are people who will like it and want to play it.
Second, Um, how are Monks the "one class that shouldn't have any magic"? Several subclasses already have magic (most notably the Shadow Monk, which can cast Darkness at level 3), they just don't have spell slots.
Personally, if there's any class that shouldn't have access to a spellcasting subclass, it's Barbarians, seeing as the Rage feature literally prevents them from casting or concentrating on spells.
-
View User Profile
-
Send Message
Posted Jan 18, 2026So they still using AI art huh?
-
View User Profile
-
Send Message
Posted Jan 18, 2026So, for the difference between the Paladin and Rogue features.
The paladin feature is exactly the same as one of the features of the 2014 Mage Slayer feat, and is something you'd only ever use on an enemy, and you have to be adjacent (or within 10 feet if you're wielding a Reach weapon) to the target.
The Rogue feature can be used when an ally casts a spell (as the feature doesn't affect the casting creature at all until level 17 and even then it's optional), can be used at a 30 foot range, and grants bonus force damage (one of the least resisted damage types) that scales with the level of the spell being cast and can be affected by a crit.
But, yeah, they definitely didn't think that Monk feature through when they copy/pasted it from Eldritch Knight.
-
View User Profile
-
Send Message
Posted Jan 19, 2026Finally, an actual spellcaster monk! Y'all have been beating around the bush with this one since 2014 Way of the Four Elements. (Speaking of, it's Dragon Ball's turn for vindication, revised Sun Soul when?)
-
View User Profile
-
Send Message
Posted Jan 19, 2026disappointed with the Vestige Patron, has very little to do with either the Binder or how Vestiges were initially presented lore-wise or mechanically.
Vestiges should be about empowering the warlock in a way that is more flexible than typical pacts, like mimicking spells or features of other classes per vestige/pact
As "dying gods" it feels like a warlock should have to make pacts with multiple Vestiges as they advance in level in order to keep up with other warlocks and make up for their patron's deficiencies. Each vestige should come with its own unique abilities tailored to what the entity represented at the height of their power, depending which vestiges the warlock makes pacts with determines just what they will be able to do. Making a pact with a more martially inclined vestige could grant the warlock access to a fighting style, martial arts, or other similar abilities, while an arcane or divine vestige could allow the warlock to cast a few spells from the wizard, sorcerer, or cleric spell-list on top of a few other abilities to balance things out.
When the Binder appeared in previous (3rd) editions they could more or less pick and choose which pacts they wanted at the start of each day, but for 5E I think it would make sense for these pacts to be more binding like traditional pacts. Players would have to plan ahead and choose just which vestiges they'd want to form a pact with like conventional warlocks, choosing another vestige once the warlock reaches 6th, 10th, and 14th level. By the time everything is said and done the warlock has formed pacts with a total of 4 vestiges which should give them a larger degree of flexibility depending on how they have decided to build their character.
Lore-wise these forms of pacts are acceptable as it is the only way for vestiges to continue existing in some form and ward off death, none of them are strong enough on their own to sufficiently form a pact that provides their host with enough power so they're forced to make allowances and share what followers they've accumulated with others. There can still be restrictions, particularly pertaining to contrasting alignments and the like but even then it'd still be within reason and with a larger degree of leeway than a traditional patron.
-
View User Profile
-
Send Message
Posted Jan 19, 2026The artist name is literally above the artwork.
-
View User Profile
-
Send Message
Posted Jan 19, 2026How about releasing some actual products instead of throwing out UAs without any fruits of labor
-
View User Profile
-
Send Message
Posted Jan 19, 2026I'm sure someone has already said this but just in case, I'll put it here as well. The Level 6 feature for monk "Mystic Fighting style" as it is, does literally nothing. Without this feature you can cast a cantrip and get 3 unarmed strikes in a single turn. With the feature however you can cast a cantrip and get 3 unarmed strikes in a turn.
-
View User Profile
-
Send Message
Posted Jan 19, 2026Except that Monks get Extra Attack at level 5, meaning that with that feature you can cast a cantrip and get either 3 unarmed strikes or a weapon attack and 2 unarmed strikes, and without the feature you get either 4 unarmed strikes or 2 weapon attacks and 2 unarmed strikes. After reaching level 11 you can add one more unarmed strike to those numbers.
The 17th level feature on the other hand, is literally just worse than using the Magic action. You take the attack action, which grants you 2 attacks, and you can forego two of those attacks (a.k.a. all of them) to cast a 1st or 2nd level spell, when you could instead just use your action to cast a spell of up to 3rd level.