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 19, 2026Love it. Hell Knight had flavor, now has significant mechanic improvements. Kudos to putting action to feedback. Happy the playtesters seem to be championing this well
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Posted Jun 19, 2026Why no Paladin subclass? A dark paladin would be amazing, honestly more of a hell knight than a fighter ( like spawn) For the fighters, I don't really see a lot of power. Hell Knights infernal die should be going up incrementally, like a blood hunter.
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Posted Jun 19, 2026Thank you for your transparency and insights into the process!
For these subclasses, the titan druid looks much improved! I think the poison damage on the leviathan emanation should be increased ..2d4 per spell slot level is weak to begin with but even worse when compared to the behemoth 2d10 beam. The addition of multi attack and scaling rend damage is much appreciated! You do still need to note if the base close features like primal strike work with the titan forms as currently they only apply to weapon and wild shape beast form attacks.
The hell knight is still a miss for me. It just feels lacking. There are mechanics that aren't clear in how they work and don't fit together well. For example, infernal wound is limited in use (likely only 3-4 per rest) and you can't stack wounds. That amounts to a 3 use feature dealing 1d6 damage and possibly multiple turns of another 1d6 on the target's turn. But it's easy to stop the damage over time as well. Players are encouraged to spread out their damage (or possibly keep a use in reserve in case a high value target ends the effect early), which isn't normal fighter play. Then there's the damage from the advanced infernal wounds that on deals likely 3 damage and of which none are great. The acid one is situationally best for damage but the area is tiny, the force one is okay but nothing special, and the cold one is probably the most useable for reaction shutdown...but again the damage is just pitiful. Hellfire surge has a terrible duration and effect. 1 round for a possible 2nd roll of an infernal wound trigger once per short rest is not a feature... that's 1d6 extra damage to up to 3 targets for a round. It doesn't even apply to the extra damage you deal when inflicting an infernal wound. I'll look more into this when I fill out the survey, but this doesn't pass my initial reaction test (does this excite me on 1st read).
The demon sorcerer feels better than before but still needs some tuning. The lash and screams from the rupture need to scale. The abyssal realm feature is interesting but you should probably be able to ignore allies. Abyssal conduit is great! Abyssal explosion is close, but needs a damage boost and/or a different save to target.
I don't think any of the feats are worthwhile... especially the epic boons which all feel more like general feat effects.
I like this ideas and creativity being shown here I just want more. UA should be the crazy ideas that need to be reined in not ones that leave you feeling unimpressed.
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Posted Jun 19, 2026Rooting for the Hell Knight Fighter.
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Posted Jun 19, 2026Awesome, these are my fav subclass options in a while. When will they become playable in D&D Beyond?
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Posted Jun 19, 2026Love the feedback-to-our-feedback roundup. I hope this practice will be here to stay.
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Posted Jun 19, 2026the hell knight losing its feature to turn people to a lemure was sad to see go, i thought that was the coolest thing about the class
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Posted Jun 19, 2026It was cool, but its just finishing emulating an uncommon magic item. Personally I don't think a capstone ability should be held to the level of something you can just automatically have if your game starts at at least 5th level.
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Posted Jun 19, 2026Yes please. I would LOVE a dragon patron with the ability to choose from gem, chromatic, and metallic as well as the color.
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Posted Jun 19, 2026I would like the extra spells but not the 10 minute time for its special wild shapes
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Posted Jun 20, 2026Boon of the Cleansed Heart could be so fun to use on an evil radiant focused caster. Here to cleanse your heart of impurities... Whether you want it or not.
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Posted Jun 20, 2026I think that'd be good to see. Something inspired by the Dragonfire Adept of old. While that could be also done with just an Eldritch Invocation or two to let us turn a cantrip into a Line/Cone aoe by expending a pact magic spell slot, something with a spell list split based on dragon type and/or something to encourage use of the damage type of our patron would be solid.
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Posted Jun 21, 2026While I do think that Fizban's Treasury of Dragons having a warlock subclass was a missed opportunity, if they make a new version of it for 5.5 I think that would work well. Honestly they might replace the ranger subclass with that so more people use the material (even if they rework the ranger for 6e people wouldn't use it).
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Posted Jun 21, 2026For a dragon warlock, the Elemental Node can be turned into a Hoard / Lair. A location you're strongest in? Perfect for a dragon.
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Posted Jun 21, 2026Not the approach I'd take, but that is actually an interesting idea. It would set it apart from just: Flying, do/resist x damage type, breath weapon. Stuff that would be important for bringing back dragonfire adept of course.
If they go the current direction with Demonic Sorcerer it does create a mechanical overlap but that's not the worst. Could bind it to an object in their possession, themed as a piece of their patron's hoard and the start of their own. May not always even be gifted but could be stolen.
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Posted Jun 21, 2026I'm happy that the hellknight 18 feature Is gone. Knowing DnD games and players, that feature was a recipe for disaster... What happen Is the fighter Is charm and accidently kill other player character.... Or if the player in question Is a problem player or a murder Hobo.... Yeah, Is better gone...
Also, if the fighter Is force to fight and kill a good PC, could be feel real bad for a player... Also mentioning that EVERY kill would be damning a poor soul to the worst fate
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Posted Jun 21, 2026In all fairness, the options are not exactly intended for good aligned characters. Good people rarely swear themselves to hell and serve in its name to high level.
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Posted Jun 21, 2026Primordial Patron Warlock, the Vore Druid is alive and well.
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Posted Jun 21, 2026A choice of four for metallic as there’s 2 fire metallic dragons while Chromatic has 1 fire and 1 poison, but it works very well.
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Posted Jun 21, 2026I totally agree. It seems that wizards are getting the shaft in these UAs as there are no new subclasses for them since Heroes of Faerun