Get down with your bad self as we explore Villainous Options. This Unearthed Arcana features four new subclasses and two paths of villainy. These options encourage players to embrace their inner antiheroes and harness forces of evil, though characters who walk these paths can be of any alignment. Call on these forbidden powers—of demons and decay, titanic might, and wounding hellfire—in defense of civilization…or use them to hasten its destruction.
The material in this UA uses the rules in the Player’s Handbook. Learn about this playtest directly from the D&D Game Design Team in this article!
- New Subclasses
- Pestilence Domain (Cleric)
- Circle of the Titan (Druid)
- Hell Knight (Fighter)
- Demonic Sorcery (Sorcerer)
- Villainous Paths
- Your Feedback Matters
New Subclasses
This Unearthed Arcana features four new subclasses:
Pestilence Domain (Cleric)
A Cleric of the Pestilence Domain heralds gods of disease, famine, poison, and decay, unleashing plague as an act of devotion. The Pestilence Domain grants access to spells that detect and guard against poison, sicken others, cause crops to wither, and summon insects. Its unique Channel Divinity effect, Plague Blessing, turns the Cleric or an ally they touch into a conduit for pestilence, conferring Exhaustion to nearby enemies. When enemies perish, Clerics of this domain can cause them to burst with plague and spread one of two potent contagion effects. At the height of this subclass’s power, the Cleric can shape-shift into a swarm of plague-ridden pests to terrorize foes.
Circle of the Titan (Druid)
Sometimes, the best way to fix a problem is to tear it down. Druids of the Circle of the Titan do just that, growing to seismic proportions to wreak colossal havoc. This Druid can use Wild Shape to take on one of three monstrous Titan Forms: a structure-stomping Behemoth, a waste-spewing Leviathan, or a healing Insectoid. These forms improve in size and might as the Druid gains levels, bringing greater destruction to their surroundings. At level 14, Druids of this circle can grow to Gargantuan size and swallow enemies whole.
Hell Knight (Fighter)
Anointed champions of the Nine Hells, Hell Knights imbue their weapons with hellfire, transforming them into glowing Hellfire Weapons. With a Hellfire Weapon, the Fighter can deal Fire damage and inflict debilitating and persistent Infernal Wounds. At higher levels, a Hell Knight can superheat their armor to erupt with hellfire, their attacks overcome Fire Resistance, and Infernal Wounds deal explosive damage whenever the Fighter rolls a 6 on their Infernal Wound Die. By level 18, the Hell Knight can turn bad luck into good fortune, representing the infernal deals that devils offer mortals.
Demonic Sorcery (Sorcerer)
Demonic Sorcery embodies the corruptive magic of demons. Sorcerers of this subclass use their own bodies as conduits for the wicked powers of the Abyss. Early on, this energy ruptures out from the Sorcerer in bursts, which the Sorcerer can use to reel in enemies and protect against attacks. Eventually, this unstable magic radiates from the Sorcerer as an Abyssal Aura, corrupting reality around them and bringing the Abyss to their surroundings. Enemies caught in this Emanation must contend with caustic ooze, mind-affecting spores, and other effects inspired by the infinite layers of the Abyss. The spells included in this subclass also take inspiration from these layers and the demon lords who rule them; Confusion, for example, takes inspiration from Demogorgon’s gaze, while spells like Detect Magic and Dispel Magic appear in the stat blocks of many demon lords.

Villainous Paths
Two villainous paths offer new ways for characters to become icons of evil. Each path presents a selection of feats that allow a character to transform themself into a death knight or a lich. The Path of the Death Knight appeals to martial characters, while the Path of the Lich might attract spellcasters.
Path of the Death Knight
Feats associated with the Path of the Death Knight bolster the character’s Strength and Charisma—necessary abilities for an imposing undead warrior. The character’s vile power is represented by Death Points: a resource that can be expended to cast spells such as Wrathful Smite, Command, and Bane with augmented effects. A character who completes this path is inured to mortal vulnerabilities like poison and exhaustion, and the character can hurl exploding hellfire orbs at foes.
Path of the Lich
Lichdom isn’t just for wizards; any character with the Spellcasting or Pact Magic feature can walk the Path of the Lich. The first feat in this path, Lich Initiate, grants the character a spirit jar, a magical vessel unique to them that anchors their soul to the world of the living. This spirit jar allows the spellcaster to consume the souls of Humanoid enemies and use that energy to bolster their own arcane power. Much like the lich they aspire to be, the character doesn’t need to carry their spirit jar with them to benefit from it. When the character finally ascends to lichdom, they become a fearsome being impervious to death—so long as they safeguard their spirit jar from would-be heroes!
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 April 9, and let us know what you think.
-
View User Profile
-
Send Message
Posted Apr 12, 2026Please please please include that frankenstein artificer it was so cool
-
View User Profile
-
Send Message
Posted Apr 12, 2026If that’s coming out, it would be tied to the upcoming Ravenloft book
-
View User Profile
-
Send Message
Posted Apr 13, 2026No it’ll be disadvantage on saving throws, it’s useless for most things but other players could take advantage of it.
-
View User Profile
-
Send Message
Posted Apr 13, 2026Ooh, looks like we might get it. The "Reanimator" artificer is displayed as a subclass in the Ravenloft Horrors Within product description: https://www.dungeonsanddragons.com/ravenloft/https://www.dungeonsanddragons.com/ravenloft/
-
View User Profile
-
Send Message
Posted Apr 13, 2026The Hell knight LEVEL 7: ADVANCED WOUNDS feature uses the term "5-foot Emanation" which does not mean anything to me.
Because it is not a defined area of effect shape such as a Line, Cone, Cube, Sphere, or Cylinder.
If it is suppose to affect every creature in a 5-foot radius sphere, it should say so.
Please stop using the term emanation in place of defined area of effect shape terms.
-
View User Profile
-
Send Message
Posted Apr 13, 2026Emanation is a 5.5e term, basically replacing the old "within 5 feet of you" wording.
-
View User Profile
-
Send Message
Posted Apr 13, 2026The "hell knight" LEVEL 3: HELLFIRE WEAPON and LEVEL 18: HELLFIRE CONDEMNATION features are just the item Hellfire Weapon from Baldur’s Gate: Descent into Avernus split between 2 features.
-
View User Profile
-
Send Message
Posted Apr 14, 2026In glossary rules I see only for "ability check and attack rolls".
Or I missed a rule but it seems very unique that the Poisoned effect end at the start of the target turn.
-
View User Profile
-
Send Message
Posted Apr 15, 2026Since it is being discussed, lets address Advanced Wounds:
When you roll your Infernal Wound Die and roll a 6: So when you attack with our strictly weaker non-scaling Searing Smite, or when the damage of it procs at the beginning of a creature's turn, you have a 1 in 6 chance to be able to do more than just that 6 damage.
You can apply one of three affects. All do your Con Mod, so under ideal circumstances we are talking 5 points of damage.
1. A 5ft AoE that does acid damage to everything in 5ft of the target, and applies the Poisoned condition to the target. So you can hurt yourself and your other friends in melee, and give your enemy a condition they are probably immune to until the start of their turn that only has a mechanical impact if it is their turn (attack rolls and skill checks). Useful if they aren't immune AND this goes off on the DoT and not the initial hit. Better for a ranged fighter build, still not good for your allies.
2. Force damage to the target. Nothing exciting, noting interesting, but it gets around resistances usually.
3. Cold damage and can't take Reactions until the start of their next turn. If it procs on the attack, then this is Massively dependent on turn order. You go right before the target? Not so useful. You go right after? Its fairly useful. Shame cold is so frequently resisted, but we aren't picking this one for the damage type. If this procs on the DoT? Then it can be pretty useful. A whole round of combat they can't take opportunity attacks or counterspell.
So. Pending your choice: You have a 1 in 6 chance of being able to cover yourself and your allies in acid or deny the lich the ability to counter your Wizard's next big spell.
-
View User Profile
-
Send Message
Posted Apr 16, 2026I feel "Hell Knight" would be better named Infernal Solder.
Because lore wise, the term Hell Knight is already use by Paladins who tun to the powers of the Nine Hells.
-
View User Profile
-
Send Message
Posted Apr 17, 2026Have you slept through all of 2024? Emanation is like Sphere, but centered on a creature/object instead of a point (corner of a tile on a map). Like Aura of Protection. Spheres have an even amount of tiles on the side, while Emanations have an odd one.
-
View User Profile
-
Send Message
Posted Apr 18, 2026The Pestilence Cleric is absolutely hilarious. Its two things. Completely broken and utterly useless at the same time.
The domain spells are mediocre at best, only good choices there being Blight, Vampiric Touch and Insect Plague.
Plague Blessing should be banned. No way I would ever allow anyone to have an AoE ability to give out exhaustion levels on level 3.
Inoculated Soul on Blight Weaver needs to be changed. Immunity to magical contagions on level 3 is not the way to do that. Resistance or advantage on saving throws and we are talking.
Virulent Burst is just a copy of Diablo Necromancer Corpse Explosion but Tashafied to be broken even more. The need for a dead enemy is okay but 20 feet radius one turn stun? On level 6? Are we just going back to how broken and banned the Twilight and Peace Clerics are?
Vermin Form is literally just a useless version of Druids Wild Shape. Sure the resistances are nice but thats about it. At level 17 I would expect some actually good feature and not the ability to transform into a swarm of rats to deal max 5 damage by movement. Underwhelming, useless and weak.
-
View User Profile
-
Send Message
Posted Apr 18, 2026Magical Contagions are literally just the new name for diseases. Cackle Fever, Sewer Plague, and Plague Rot are all diseases in 2014 so it’s just a species feature of immunity to disease . I agree that the Exhaustion is ridiculous.
-
View User Profile
-
Send Message
Posted Apr 19, 2026Which deities would a Pestilence Cleric worship?
As in which gods are Pestilence Domain?
-
View User Profile
-
Send Message
Posted Apr 19, 2026Talona? Apollo?
-
View User Profile
-
Send Message
Posted Apr 28, 2026I don't believe the feedback survey was available on the 23rd. Or was the wrong date posted?
-
View User Profile
-
Send Message
Posted May 1, 2026Pestilence Domain is even more evil-coded than Death as a plague-bringer. Circle of the Titan is "what if a villain druid could wild shape into a Kaiju?" and I think a Hell Knight is 5.5's Oathbreaker, which kinda makes sense because OG Oathbreaker still gets core paladin abilities and that always struck me as weird. And Demonic Sorcery...I'm not really sure.
-
View User Profile
-
Send Message
Posted May 2, 2026Druid one needs Buff when at level 20 you can lose the form in one hit from an average enemy.
-
View User Profile
-
Send Message
Posted May 26, 2026these subclasses arent very powerful, they dont do a lot of damage when theyre supposed to. cool concepts, but the druid doesnt get multi attack and 1d8 isnt a lot at lvl 10+