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.
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Posted Apr 2, 2026LIke the flavor of the UA but this ain’t it
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Posted Apr 2, 2026Does anyone know if these are just generic subclasses or are they suggesting a potential campaign setting? (You know, like when we got the Apocalyptic subclasses and everybody went ooh Dark Sun vibes aplenty!)
Thank you.
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Posted Apr 2, 2026The fighter looks fun. I would switch the 7th-level feature's Con modifier for Str.
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Posted Apr 2, 2026The paths are cool conceptually, but I would much rather you guys figure out how to integrate the Grim Hollow Transformations into the Character Builder, without homebrew finickiness
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Posted Apr 2, 2026Yes, you are being preachy. Stop.
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Posted Apr 2, 2026Villanous Paths seem quite cool, tho I'll admit my monkey brain saw Undead Grasp and immeadiately went "eldritch blast feat :D" upon seeeing the "another cantrip of your choice" part lol.
I quite like the Hell Knight most out of the subclasses tbh, tho the other's are cool too. There's certainly probs with it but it's a really cool direction and I like all of the abilities. Pestilence Domain is probably my least fav, but it's still quite cool and I like Vermin Form
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Posted Apr 2, 2026Yes, you are being preachy. Get over it and stop.
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Posted Apr 2, 2026I had a player who wanted to become a Lich and I didn't have any idea on how to take that and make it happen. This at least gives a way forward.
Everything else looks really fun.
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Posted Apr 2, 2026Holy shit, finally
Some Good ******* Foodâ„¢
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Posted Apr 2, 2026I gotta say, I don't understand this direction from WOTC, especially with regards to the Death Knight and Lich options. I don't really have a problem with "evil" characters. I've played one before. But, WOTC has clearly structured and designed DnD and its supplements from "PC's are good" and "heroic" standpoint. They've gone out of the way to make that clear in the past. The Death Domain cleric was only in the DMG for 2014 not the Player's Handbook for example. Making it clear that Drow and orcs are not "evil" any more. This whole things seems weird to me given all that. We have plenty of "evil" options within the classes so far. This seems unnecessary.
I'm all for more character creation options. And I definitely don't have anything against people doing what they want at their own table. This seems like an odd turn for WOTC though and an opportunity for the less mature players to follow the "I want to slaughter everything because that's what my character would do" and generally be a menace in the game world and to the other players at the table. I would urge these options to be very carefully considered before being implemented. Especially if they make it into some kind of official manual.
Then again, I guess its none of my business anyway.
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Posted Apr 2, 2026It gets worse. You only need a race that can cast spells to meet the requirement of "spellcasting" so your Elves and your Tieflings and your Aasimar can all become liches too.
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Posted Apr 2, 2026I like these, at least in concept.
The feat chains in Faerun were a precursor to the Death Knight and Lich chains here, and I think they're a good idea. Their weakness is trading the usual power options (GWM, Mage Slayer, Warcaster) for flavor. On the other hand these do do something, and you can get your character to lichdom at level 12 with just three feats.
It would be nice if Arcane Restoration went up to level 5 so it was of benefit to Warlocks, but Undead Grasp would combine quite nicely with Warlock's level 5 slots. Funnily enough, Arcane Restoration might be pretty good for Eldritch Knights, allowing them to recharge their Shield slots. The main weakness being that none of the Lich feats boost physical stats. That said, Fighter does have an extra feat at level 6, so could still take a martial feat before level 12, and they still have two feats and an Epic Boon after that.
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Posted Apr 3, 2026Very interesting ideas.
I'm going to use this as inspiration to try to come up with ideas for the Spelljammer campaign setting. (Not the 5e science fiction Spelljammer, but the original fantasy-space setting that had factions like the Company of the Chalice that were full of paladins and knights who could fall and become Death Knights if things went wrong.)
It's great to see this UA has suggestions to tie these options into Greyhawk, Dragonlance and Forgotten Realms. I don't think that Dan Ayoub will be "fixing Spelljammer" any time soon, but I get the feeling that Greyhawk, Dragonlance and Forgotten Realms are probably in reasonably good hands.
I don't think I would allow players to play evil PCs myself, but I think that having a path for things like this creates a clear progress arc for an evil NPC and gives a GM ideas on how they can get information of the process to players, so that they can try to disrupt the various things that an NPC Death Knight or Lich might need to do to raise their power.
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Posted Apr 3, 2026I have some questions about the Path to Death Knight/Lich feats.... When do you get to take any of the feats prior to ascending to your final form? Do you get an opportunity every level? And do you get to gain any of the feats you might have missed before Becoming?
Also: The Circle of Titan is pretty freaking cool but I think the damage dealt should increase every time you get a new size by at least one or two damage die. Only dealing the same damage when you have gained in size and strength seems a little underwhelming.
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Posted Apr 3, 2026Absolutely. It should be at least another die of damage added for each increase in size.
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Posted Apr 3, 2026"ABYSSAL MANIFESTATIONS
6 You grow a second head. (This has no impact
on your game statistics.)"
Boy I can't wait to start seeing some two headed PC's start popping up. Actually a little disappointed that it doesn't have much mechanical use though.
Not too thrilled with the spell list for it though, not that it doesn't make some sense, but it's all mostly stuff that Sorcerer gets already anyway.
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Posted Apr 3, 2026Titan and villainous paths are amazing. The flavor of everything in this UA is incredible, but some options are probably a bit weaker than they should be. I do love the paths though, hope those get expended into a more regular mechanic, like maybe a path of the dragon to become a dragon (or at least a half dragon or something) or a path of the golem to become some kind of construct.
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Posted Apr 3, 2026I am equally excited and dreading the day these player options become official. I can already imagine the Titan Druid chasing my BBEG around the map trying to eat them. ðŸ˜
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Posted Apr 3, 2026It would be much better if the Druid summoned the Titan instead of transforming into them. Turning into a Titan seems like a self-nerf, since neither the damage nor the defense compensate for abandoning your role as a caster. Even the spell list doesn't favor casting while transformed into that thing!
Regarding the Death Knight, I found the Hellfire Orb very out of place for the "class" fantasy. Sure, it's an ability listed on the monster's stat block, but when we're talking about Death Knights, a Hellfire Orb is the last thing we think of! Besides, the damage is too low to be competitive; it's like two or three free Fireballs per day at a level where it doesn't make much of a difference anymore.
Lich is Nice!
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Posted Apr 3, 2026Fighter subclass makes a good dip, maybe the sorcerer too. Mediocre beyond that though. Pestilence is AWESOME, and good. Titan is cool, but probably okay; maybe fix moon druid's attack scaling first though. Feat chains are KILLER. More of this