This Unearthed Arcana features three new subclasses. Continuing the theme of the previous UA, Villainous Options, these subclasses encourage players to embrace their inner antiheroes or engage with sinister powers. Like the previous UA, characters who walk these paths can be of any alignment, but it never hurts to talk with your DM if you’d like to explore a more villainous side of your character.
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!
About Designer Insights
It has been a joy seeing excitement from the D&D community about our previous villain-themed UA. In addition to feedback on the design content itself, some fans expressed an interest in learning more about the intent and philosophies behind those designs or why we opted for a particular design direction. We hope to remedy that in this and future Designer Insights articles.
You might have noticed that we have started to slowly reintroduce more narrative content to accompany these player options and the ones in the previous UA. Some of these options, for example, contain narrative-forward tables like the ones that appeared in Xanathar’s Guide to Everything to help inspire players when making certain choices about their characters. If you like this direction, please let us know!
As always, thank you for your feedback, and please make sure to fill out the UA survey when it opens to make your voice heard. We rely on feedback from fans like you to ensure the content we create is grounded in and informed by real tables—and to make it the best it can be.
— Justice Ramin Arman, D&D Game Design Director
New Subclasses

This Unearthed Arcana features three new subclasses:
- Path of Lament (Barbarian)
- Warrior of Venom (Monk)
- Primordial Patron (Warlock)
Path of Lament (Barbarian)
Barbarians of the Path of Lament harness the fear of death and the rage that accompanies great loss. This subclass takes inspiration from Undead in D&D, especially incorporeal spirits driven by extreme and often unresolved emotions—the anguish of a ghost, the sorrow of a banshee, or the hunger and malice of a wraith. The Player’s Handbook states that Rage isn’t limited to anger, and the Path of Lament leans into that claim.
This subclass’s keystone feature is Banshee’s Wail, which the Barbarian can use to psychically devastate enemies; at higher levels, this wail can outright dispatch foes with low Hit Points, whether they be pesky minions or weakened villains. Horrifying Strike lets the Barbarian damage and terrify foes simultaneously, and defensive abilities like immunity to possession and Resistance to Cold and Necrotic damage while raging allow the Barbarian to keep combat up close and personal with Undead. At the apex of their power, these Barbarians can temporarily assume an Undead form and drain the life from their enemies.
Warrior of Venom (Monk)
Warriors of Venom exploit their own bodily toxins to impair and envenom foes. This subclass takes inspiration from poison in all its forms. While the word “venom” might call to mind images of snakes or spiders, we also wanted these Monks to emulate chemicals and synthesized toxins, such as hallucinogenic vapors and truth serum. As the Monk advances in level, they apply these toxins more efficiently, progressing from coating weapons in venom to delivering toxins with a touch, through their blood, and finally with their breath.
The Toxic Blood feature in this subclass leverages a mechanical lever fifth edition didn’t have prior to 2024: Bloodied. (We’re really excited about this one!) When an attacker hits the Monk with a melee attack roll, the Monk’s toxic blood splashes onto the attacker, dealing damage in return—and when the Monk is Bloodied, that damage is greater!
Primordial Patron (Warlock)
The Primordial Patron subclass fills a gap in the Warlock’s catalog. While the Genie Patron in Tasha’s Cauldron of Everything allows a Warlock to align with an Elemental, that subclass leaned into the unique fantasies associated with noble genie. This subclass embraces the widespread destruction associated with primordials and other destructive forces of nature, such as the Elemental Evils.
When you choose this subclass, you pick from one of four elements associated with your elemental patron. Primordial titans are fickle beings, however, and their Warlocks are no exception; each time you gain a Warlock level after choosing this subclass, you can shift your loyalty to a different elemental patron, gaining different benefits.
Many of the Primordial Patron’s benefits key off the subclass’s Elemental Node feature, which is inspired by the elemental nodes in adventures like Princes of the Apocalypse and The Temple of Elemental Evil. An elemental node is a locus of power where one of the Elemental Planes connects to a different point in the multiverse. A Warlock can create such a node on the battlefield to deal elemental damage to enemies; shield the Warlock from attacks and damage of the type corresponding to the node’s element; and, at higher levels, function as a gateway to summon a servant of the Warlock’s patron or even the patron itself (at the DM’s discretion) through the Planar Ally spell. This Unearthed Arcana also includes two new Eldritch Invocations that complement the Pact of the Primordial: Elemental Overflow and Elemental Transmutation.
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 30, and let us know what you think.
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Posted Apr 24, 2026" Toxic Blood feature in this subclass leverages a mechanical lever fifth edition didn’t have prior to 2024: Bloodied. (We’re really excited about this one!)"
Please don't pat yourselves on the back too hard for returning a feature that 4e had that was removed in 5e!
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Posted Apr 24, 2026I like the Path of Lament Barbarian.
It’s the “tragic backstory” subclass. XD
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Posted Apr 24, 2026Not so much a note on the subclasses themselves, but I do really love the narrative-forward tables. On the last one, I didn’t really see the point of the demonic sorcerer until I read the table—that idea of just having a rift to the abyss right there in an open wound instantly sold me.
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Posted Apr 24, 2026Lament Barbarian looks interesting and Poison Monk seems neat-being able to swap to Acid to get around a very common resistance/immunity is solid. elemental warlock I have very mixed feelings on. The spell list is nice-but the elemental node feature is so much worse than flaming sphere that it feels like a waste of an action to bring it out. some of the teleportation stuff and defensive stuff you can do with it at later levels seem interesting but why not just give that warlock an aura of whatever element they are channeling ?
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Posted Apr 24, 2026So Wail of the Banshee is back as a class feature and the Monk of the Long Death makes a return too... Not gonna complain.
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Posted Apr 24, 2026Okay. I LOVE THEM PLEASE GIVE US MORE! My only critique is that Warrior of Venom LV 6 feature should be your Wisdom mod per day.
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Posted Apr 24, 2026The narrative design is pretty good for all of these but the mechanics seem muddled.
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Posted Apr 24, 2026I don't think it's accurate to say that Bloodied didn't exist until 2024. Lots of monsters had features related to being under half health.
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Posted Apr 24, 2026if you use the barbarian subclass the cleric will have some difficulty with spell choices for healing you and have to be a bit more careful when choosing undead aoe damage spells (and paladin).
still a good subclass though if you somehow get around that difficulty
the monk needs to have the enemies make a saving throw on its lv 3 poison ability instead of just completely stop them from reacting
decent could be a lot better
the warlock is good but I may actually play this one since I don't need to focus only on eldritch blast
good decently flexible and its nice to see a warlock subclass not revolving around eldritch blast
I'm also a 2014 5e player not the new 5e yet
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Posted Apr 24, 2026The monk would need a thing that makes its poison attacks supercede poison resistance, and turn enemy poison immunity into poison resistance. or get necrotic damage as an optional replacement at a higher level.
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Posted Apr 24, 2026Double agree
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Posted Apr 24, 2026And that was used in 5e, just lacking a name.
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Posted Apr 24, 2026That's cute; a POISON based Subclass for Monk and it's first ability wants you to be using a weapon. I'd say that the option to change anything poison damage they do to acid damage instead isn't really solving the problem of poison damage itself just being bad when players use it.
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Posted Apr 24, 2026Surprised no one has mentioned the +3-5 to AC for a level 6 warlock which is very exciting.
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Posted Apr 24, 2026Quote from Alt123456789123456789123456789 >>
2. The concept of a poison based subclass doesn't work with the monster design with so many monsters being immune to poison damage.
Please read the actual features. They can replace poison with acid damage..
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Posted Apr 24, 2026Talked with somebody on Reddit about this yesterday, as well; they even used the same point. To rebutt, as per the Dispel Evil and Good spell, Undead belong in and/or to the Shadowfell.
I won't say that it's an airtight case, but it holds to the mechanics' logic.
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Posted Apr 25, 2026This is more of an opinion than an actual confirmed fact, but in Fizban's Treasury of Dragons it says that the material plane was basically made for dragons to inhabit, so I think this would make them so connected to the fabric of the magic that they seem "otherworldly" even though they are the complete polar opposite of that.
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Posted Apr 25, 2026Did you miss the Monk's second level 3 feature that says that they can choose to replace any poison damage they deal via Monk Features or Monk Weapons with Acid damage? So, they literally can choose between poison and acid damage
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Posted Apr 25, 2026I love the flavour of these.
My only comment would be on the potency of the Slowing Toxin. As matters stand, there is no saving throw against the toxin, so just landing a hit with the weapon will work, albeit for just a turn. Forget Legendary Resistances. However, there is nothing in here about the Monk repeatedly doing this.
Scenario 1 - The monk is being strategic with movement as they are unable to get into melee or line of sight/range in Turn 1, so Envenoms one dagger. On their second turn, they are able to do so, and envenom a second dagger, reaching combat where they can manage to slow two enemies in the same turn by using both daggers. That's an encounter balance-changing swing. Yes, it uses two Focus Points to get there, but in 5.5E with the increased Focus Points and how quickly Monks can regain them (looking at Uncanny Metabolism), probably a price worth paying.
Scenario 2 - The monk has managed to slow their opponent in the previous turn. The enemy has suffered and been exposed to the poison. The monk then does so again on the following turn, again with no saving throw allowed. As long as the Monk has Focus Points left, which as noted above they can regain pretty quickly in 5.5E then they can absolutely keep a single opponent encounter locked down from Level 3.
Personally I'd add in a little restraint here to tone this down a little without losing the flavour, so encounters aren't simply trivialised and DMs can still run single-monster encounters that provide a challenge at each level.
Perhaps add a limitation to the toxin usage in that it lasts only until you use that ability again. And if a victim has already suffered a hit from this toxin in this encounter, it is only affected again on a failed Con save against the Monk's DC.
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Posted Apr 25, 2026How can I add these to beyond app