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 3, 2026Your BBEG should start running away from Godzilla as their earliest convenience. Best of luck to them!
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Posted Apr 3, 2026Titan druid is pretty awesome except:
1: A Titan shouldn't be easier to take down than a Brown Bear, they need more Temp HP or AC (or both) than a Moon Druid gets.
2: RAW several Druid class features don't work with Titan forms. Primal Strike (Level 7) and Beast Spells (Level 18) both specify that they work when Wild Shaped into a beast form, but the Titan forms are Monstrosities.
3: Damage dice should scale with sizes starting at 2d8, like with #1, Godzilla should do more damage than a Brown Bear.
If these 3 issues were fixed I'd happily drop playing as a Moon Druid in favor of this one. It's circle spells could be better (I think most other circles get a cantrip, I'd personally pick Primal Savagery for this subclass) but that's a minor nitpick compared to the other 2 issues.
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Posted Apr 3, 2026They’ll definitely rework it or at least I hope. I’m not sure if this is base rules but how my friends and I run it. Base requirement is being able to cast a 9th level spell to become a Lich in addition to other steps like making a phylactery and what not.
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Posted Apr 3, 2026Love that Paragon Paths are back, but with more flexibility (and fitting nicely alongside Origin Feats (ala 4E's Heroic Themes) and Epic Boons (a la 4E"s Epic Destinies)).
I'm also really happy that we're getting a Giant-themed Druid build and that I can build Yusuke Yurameshi from end of Chapter Black / Three Kings arcs now! :)
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Posted Apr 3, 2026Hi everybody I have a question. For the Paladin pass of the villains. Am I still a paladin with all my features? Or am I playing a deaf night statistics or Lich statistics. Because I see the feats it wants me to pick which is cool but I don't understand if I'm still a paladin with my subclass say the redemption. Am I still a Redemption subclass but picking villainous choices feats. Or again am I a PC race assmere but I use the death Knights statistics?
Final thought I love all these subclasses.
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Posted Apr 3, 2026#4 I have no idea what you're talking about. There are classes that have swallow abilities in Kinks & Cantrips, I read through them all enough to put them all in as homebrew, and I still have no idea what you're talking about. It's a Godzilla class.
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Posted Apr 3, 2026So far everything looks fun. I hope there is some guidance in the future book on how to integrate the content into already published stories/adventures. It's hard to run evil campaigns, it would be great if they were made much more accessible.
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Posted Apr 3, 2026Hey, quick question about Arcane Restoration. The feat says you can recover expended spell slots with a “combined level equal to no more than 4.” For Warlocks, once you hit level 9 all your Pact slots are 5th level. Since 5 is higher than the cap of 4, you can’t recover any of them, is what I’m assuming. So does this feat pretty much become useless once a Warlock attains 5th level Pact slots? Feels like an oversight given that Lich Initiate’s prerequisite specifically includes Pact Magic, but then the follow-up feat in the same path doesn’t work with it. Would love some clarification on whether this is intended or if Pact Magic users are meant to be able to recover a slot with this.
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Posted Apr 3, 2026Your telling me, I can wild shape into GODZILLA!
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Posted Apr 3, 2026Takes on each, which will also go into the survey as I'm also testing these in my game:
Pestilence Cleric: Really neat concept, Exhaustion is powerful. If you have a Wisdom of 20 and someone with sickening radiance in the party you could kill an enemy with Exhaustion; If you ever have a combat that the enemy lasts at least 5 rounds in melee with you.
Titan Druid: Love the idea, love the forms. However; Creature type on the forms is confusing as Druid wildshapes don't change your creature type. Additionally a 1 level dip in monk (if i'm not mistaken) means you could have a wildshape with an AC of 20 on top of that Str, Dex, and Wis of 20. The wildshape hp amounts conversely feel low to me. At level 10, 20 hp in my experience does not last long.
Hellknight Fighter: Amazing flavor, but an easily removed DoT that 7th onward only actually does something extra if you roll max damage? Randomness on a devil themed effect? I need to test but reading it it does feel it falls short for the sake of someone really liking 666. Its a really interesting dip for a soulknife though.
Demonic Sorcerer: I'm reading a melee sorcerer that gets negligible melee support. I like the flavor, but if this sorcerer leans into their class features at all they will die. I think this needs a martial dip to be viable.
The feat lines look solid at a glance, I like the flavor and the doors this opens. My only issue is that while lich lets you choose ability score dependencies, death knight is locked into Charisma. I don't think that's right. It wouldn't break balance to allow the Death Knight feats to choose a mental ability score for its dependency.
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Posted Apr 3, 2026No, no you do not. As with all 5.5e feats with the "Spellcasting or Pact Magic Feature" prerequisite, Lich Initiate can only be taken by a character if their class or subclass has the Spellcasting or Pact Magic feature. An Elf Barbarian would not be able to take Lich Initiate as (barring multiclassing) they lack the Spellcasting or Pact Magic feature. That said, an Eldritch Knight or Arcane Trickster, as well as any future third-caster subclasses, could qualify for Lich Initiate, as they all have the Spellcasting or Pact Magic feature.
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Posted Apr 3, 2026There wasn’t a pun, this is Demonic Sorcerer, it’s the Hell Knight fighter that’s a pun, the nine hells and all. Demons and Devils are different, that’s basic DnD.
(this was a reply)
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Posted Apr 3, 2026It’s literally dark Sun though, with Defilers and Sorcerer Kings, that’s the difference.
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Posted Apr 3, 2026Especially Since 666 Is Tharidazun’s Number, the Eldritch deity that may or may not have created the abyss but does live in its prison, 9 is the number of the Hells so D10’s(D10-1) would make more sense, even if they’re way too random for the 9 Hells.
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Posted Apr 3, 2026Yep it doesn’t work with warlocks past 9th level, which is stupid.
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Posted Apr 3, 2026I'm well aware. The pun was based on how they both come from the Lower Planes and how the terms demon and devil are often used interchangeably outside the context of D&D. That said, I acknowledge that it wasn't a good pun in the context of D&D. My bad.
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Posted Apr 3, 2026Yeah it’s a very normal ability in the game where Red Slaad’s Exist. Does this person have a problem with Red Slaad’s?
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Posted Apr 3, 2026Spelljammer always has been partially science fiction, but more that the technology is more advanced than your average DnD setting. But sounds cool though.
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Posted Apr 3, 2026As my reply meant to say, not a Pun at all since it’s an Abyssal subclass, the hell knight is infernal so it sticks though.
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Posted Apr 3, 2026Pestilence domain literally has Gaster plague so it doesn’t seem as disturbing as it could be. But Red Slaad’s Exist Without a content warning so don’t know why these need one.(Or red Slaad’s deserve one they’re disturbing.)