This Unearthed Arcana features new and revised playtest content. It continues the theme of the previous two Villainous Options UAs, presenting subclasses and feats associated with villainy. Like the previous two UAs, 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.
- Villainous Options Highlights
- Circle of the Titan (Druid)
- Hell Knight (Fighter)
- Demonic Sorcery (Sorcerer)
- Feats
From the Game Design Team
After our second Villainous Options UA debuted, we met with members of the D&D Community Advisory Group to talk about Unearthed Arcana playtests. We asked those trusted community leaders questions about Unearthed Arcana—such as cadence, timing, and transparency—and what we heard during those sessions echoed feedback we’ve received recently from fans like you.
One recurring nugget of feedback we’ve received is that fans want more transparency when it comes to playtest content. It can take a while for playtest content to appear in an official D&D product. (I won’t bore you with the details of our production timelines; it’s all very technical and involves lots and lots of gnomes and fervid dancing.) Understandably, players and DMs want to know the fate of the content they’ve seen before it shows up in a release. Did the subclasses from the last playtest do well? What about the two paths of villainy? Can I expect to see a subclass I loved (or thought needed more time to bake) again in the future? Can you give me more information about the content in the UA? In this article, we hope to answer those questions and more!
We appreciate your feedback. Truly. Please remember to fill out the UA survey when it opens to make your voice heard. D&D is at its best when it walks hand-in-hand with its players; after all, the game belongs to you—not us! When you have fun, so do we. :-)
— Justice Ramin Arman, D&D Game Design Director
Villainous Options Highlights

This UA contains a selection of revised content from a previous UA, Villainous Options. It doesn’t contain any content from the UA that followed that one, Villainous Options 2. Here’s a quick update on how the content from those two playtests fared:
- The Path of Lament (Barbarian) subclass was not a sad story. Respondents felt it had great flavor and great features. You might see this subclass appear in a future product with some minor tweaks.
- Respondents loved the Pestilence Domain (Cleric) subclass. Positive sentiment was infectious! (Sorry.) You might see this subclass appear in a future product with some minor tweaks.
- The Circle of the Titan (Druid) subclass was a big hit. Despite its popularity, we’re presenting a revised version in this UA that addresses some opportunities for improvement.
- The Hell Knight (Fighter) subclass could have burned brighter. Respondents loved the subclass’s narrative and theme, but some aspects about its mechanics necessitated a second pass. A revised version of this subclass appears in this UA.
- Players sunk their fangs into the Warrior of Venom (Monk) subclass, which was praised for its theme and creativity, as well as the perceived viability of how it approached a Poison-focused character option.
- Like the Hell Knight, the Demonic Sorcery (Sorcerer) subclass oozed with demonic flavor. Players like the idea of a demon-themed Sorcerer, but the mechanics didn’t pass the sniff test. (Wizards of the Coast does not recommend sniffing demons.) A revised version of this subclass appears in this UA.
- The two paths of villainy, the Path of the Death Knight and the Path of the Lich were welcomed with open, rotting arms. You might see these feats appear in a future product, but not without some in-house adjustments, such as exploring options for the Death Knight that are friendlier to a wider cast of martial classes.
- The Primordial Patron (Warlock) received mixed feedback. Players felt it was too thematically similar to the Genie Patron from Tasha’s Cauldron of Everything, and respondents were divided on its core feature, Elemental Node. We’re putting this subclass on the backburner for now; it didn’t meet our standards for inclusion.
Revised Subclasses
This Unearthed Arcana features three revised subclasses, all of which originally appeared in the Villainous Options UA:
- Circle of the Titan (Druid)
- Hell Knight (Fighter)
- Demonic Sorcery (Sorcerer)
The following sections summarize changes for each revised subclass.
Circle of the Titan (Druid)
The revised version of the Circle of the Titan subclass contains the following changes, among others:
Level 3: Circle of the Titan Spells. Players felt the Circle of the Titan Spells didn’t quite match the subclass’s fantasy. To remedy that, we changed around the spells. Notably, we gave the subclass Enlarge/Reduce (a common recommendation among survey respondents) and Fire Shield in place of Cure Wounds and Stoneskin.
Level 3: Titan Form. Players wanted Titan Forms to feel tougher without outpacing the Circle of the Moon subclass. We increased the AC of each Titan Form from 11 + your Wisdom modifier to 13 + your Wisdom modifier, and we increased each form’s Temporary Hit Points from 2 x your Druid level to 4 x your Druid level. As a tradeoff, this transformation lasts only for 10 minutes instead of the normal Wild Shape duration of a number of hours equal to half your Druid level.
We also made tweaks to the specific Titan Forms in response to feedback. For example, the Leviathan’s Ink Cloud has been swapped for Toxic Deluge, and Energizing Pollen now lets you move as part of using it and can heal more Hit Points. Conversely, the Insectoid doesn’t gain the Flyby trait until Druid level 10.
Level 14: Monstrous Appetite. We significantly increased the Acid damage dealt to swallowed creatures, as players suggested.
Hell Knight (Fighter)
The Hell Knight subclass saw significant revisions thanks to player feedback. Here are some of the noteworthy changes for this subclass:
General: Damage Types. You can now deal your choice of Cold, Fire, or Necrotic damage with your Hell-Forged Weapon (previously Hellfire Weapon) and infernal wounds.
General: Deemphasis on Luck. Although they loved the theme, players wanted the subclass to be less reliant on luck. To maintain the theme while also increasing the odds of triggering the Hell Knight’s key features, players can now treat a roll of 1 on their Infernal Wound Die as a 6 at level 7 instead of level 18.
Level 7: Advanced Wounds. The additional effects from Advanced Wounds now trigger on any roll of an Infernal Wound Die instead of just a 6, and rolling a 6 makes each effect even more potent through Devil’s Luck.
Level 10: Hellfire Surge. Players didn’t want to track burning damage every round on top of Infernal Wound damage. We simplified this feature. Now, a creature with an infernal wound within 20 feet of the Hell Knight takes more damage from that wound.
Level 18: Hellfire Condemnation. This feature was met with mixed reception, so we cut it from the subclass.
Level 18: Infernal Bargain. Infernal Bargain leans more into the fantasy of the Hell Knight making a devilish deal. The Hell Knight still enjoys the benefit of the previous version of this feature, which now occurs at level 7 through the Infernal Equipment feature.
Demonic Sorcery (Sorcerer)
Many players who reviewed the Demon Sorcery subclass in Villainous Options 1 wanted to create Abyssal effects on a distant area of effect rather than as an Emanation. For our second go at the Demonic Sorcery subclass, we took that feedback and combined it with suggestions made about the Primordial Patron Warlock subclass in Villainous Options 2. We’re excited about the result and eager to hear what you think!
Here are some of the noteworthy changes for this subclass:
Level 3: Abyssal Rupture. The biggest change to the Demonic Sorcery subclass was to the Abyssal Rupture feature, which now allows the Sorcerer to create the rupture as an area of effect within 30 feet. This keeps the Sorcerer out of melee, which was a recurring concern among players.
Level 3: Demonic Spells. Players felt that the subclass’s spells didn’t feel particularly demonic. We’ve updated the Demonic Spells table to be better evoke the fantasy of a Sorcerer channeling the powers of the Abyss.
Level 6: Abyssal Realm. Players didn’t like the randomness of the former Abyssal Aura feature, which is now called Abyssal Realm. Now, the Sorcerer can choose which effect to apply, and they can apply it either around themselves as an Emanation or at range as part of their Abyssal Rupture.
Higher-Level Features. The higher-level class features were shifted and made stronger in response to player feedback. The Sorcerer now gets the Fiendish Servant benefit at level 14 (instead of 18). At level 18, the Sorcerer can cause their Abyssal Rupture to explode with magical energy.
Feats
This UA also contains new Origin feats and Epic Boon feats. These feats include options for dastardly and mischievous characters as well as characters atoning for past villainy.
Your Feedback Matters
We couldn’t have made so many improvements to the three subclasses in this UA without your help. Once you’ve read or played with these playtest materials, be sure to fill out the survey on D&D Beyond, coming on June 25, and let us know what you think.
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Posted Jun 18, 2026rip as per usual the elemental themed option doesn't make it through. :(
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Posted Jun 18, 2026A bit disappointed to see Primordial Patron Warlock didn't make it through,
I liked the Elemental Node theming and the Elemental Evil Princes as Patron Options
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Posted Jun 18, 2026Excellent feedback on our feedback! Thank you.
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Posted Jun 18, 2026I have yet to get over the fact thatt he primordial cicrle druid was axed so i will never again open my heart
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Posted Jun 18, 2026It joins the elemental sorcerers, and the elemental feats from the planescape UA.
I really hope we see a nice elemental ranger subclass at some point. With more variety between the elements than just changing the damage type.
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Posted Jun 18, 2026Love the changes to the Titan Druid. Kinda sad to see cure wounds leave their circle spells and for the duration to be cut down, but that's an understandable trade off for the great buffs it got here.
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Posted Jun 18, 2026Why is it called "Maze of Azzarat" and not "Maze of Baphomet"
Azzarat has no mazes and im pretty sure becoming invisible to creatures is not gonna be a thing Graz'zt (the lord over Azzarat) would do.....
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Posted Jun 18, 2026Death Knight fighter is still terrible and the epic boons are not that epic lmao
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Posted Jun 18, 2026Thank you so much! Having feedback on our feedback, as well as the design insights is very reassuring
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Posted Jun 18, 2026While I get the titan druid needed a shorter duration, I don't like that it's 10 minutes flat. It should be 10 minutes per level to start and it can peak at 3 hours by 18th level.
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Posted Jun 18, 2026The article doesn't mention that the Hell Knight level 15 feature, BLISTER OF AVERNUS, was removed and replaced with DEVIL’S MISFORTUNE. Both features at the same time could have worked.
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Posted Jun 18, 2026The Demonic Sorcerer changes look good but seem like an absolute pain for party members to have to work around especially when the radius of the Abyssal Rupture gets to 30 feet.
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Posted Jun 18, 2026I LOVE the name of the BOON OF THE BANDIT KING.... But after that in itself is not good enought to be a BOON, like Is right now could become a simple feat, but not a BOON.... The name is METAL AND I LOVE, but please make the boon better and more POWERFUL.... Also, add more bandit feats
Also, I LOVE the idea of the Trapper Origin feat, please allow the feat to be use in during combat, and make the Hunting Trap could be launch into combat as a improvise weapon. Go nuts in that feat
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Posted Jun 18, 2026Can we please hear about if the psionic is alive or dead in your guys work? Or some of the other u.a's
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Posted Jun 18, 2026Mostly expected in good ways, the new sorcerer could still use some revisions as it doesn't seem to close the gap well (I'd recommend pulling the stone sorcery UA for inspiration on AC) and the feats are... a thing. None particularly eye catching or flashy. That said the hell knight and circle of titans are incredible updates! Looking forward to the surveys
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Posted Jun 18, 2026If the primordial patron warlock didn’t pass muster, perhaps a different theming could be the perfect match. I posit that it is time for the subclass all warlocks have been waiting for! The Dragon Patron! And with metallic, gem, and chromatic dragons on the table, the versatility of the class would bring new life to the idea. Instead of spell lists based on elements, like the genie patron, you could offer spell lists based on the traits of chromatic, metallic, and gem dragons, such as elemental power, healing and control, and psychic/reality-bending. Speaking of metallic, gem, and chromatic dragons, the element associated with the patron table would then offer the player access to not one resistance, but a choice of five, depending on the type of dragon chosen. Then their elemental node could be revised as a draconic magic aura, something that stays on the player, rather than being an independent element, and the damage it does could be chosen at the time of activation as any of the five damage types inherent to each class of dragon. Swap the ability to move the aura to level six and swap the AC boost to level one. That keeps the concept of moving the aura, and teleporting into the aura, together as a cohesive level improvement, and allocates AC bonuses to lower levels where they’re more likely to be needed. I’d also recommend starting the aura as a 10ft sphere, as it being centered on the player gives one full 5ft diameter ring of protection at lower levels, and by increasing the increase to 15 ft at level ten, the player maintains an easy to render circle on maps or VTTs. The elemental fortitude really doesn’t need improvement, given that with the changes to the portfolio of resistances a player can resist, it will make a dragon patron player a serious boon for, well, fighting other dragons. Narratively fantastic too, as the amazingness of a player with a red dragon patron fighting a gold dragon while being immune to fire, or vice versa, is a goldmine for DMs. A quick swap of Planar ally for summon dragon, and maybe take the recharge down to just once per long rest, since this is a very high level feature for a game which the majority of which is played below the level it’s required, and you realize that the primordial patron just needed slight buffing and a theme change to be something people will immediately love!
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Posted Jun 18, 20261d6 for the Infernal Wound is still insifgnificant even for the Tier 2, not speaking about the Tiers 3-4. I highly doubt Liches and Ancient Dragons will be impressed by anything the Hellknight can offer.
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Posted Jun 18, 2026It's funny, but Abyssal Rupture is actually not that detrimental to your friends (except moving them and triggering Opportunity Attacks before the monsters). Otherwise, you're just Invisible to your party members or they are Charmed by you in the worst case scenario
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Posted Jun 18, 2026Love the idea of retooling it into a dragon warlock, I think that could give it a great flavor direction to separate it from genie warlock.
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Posted Jun 18, 2026^ THIS! Please give us somw news about the Psion.