From the Game Design Team
The material in this Unearthed Arcana is rooted in the Underdark, one of D&D’s most storied locations. The Underdark was first explored almost fifty years ago in the D series of adventures (Descent into the Depths, Shrine of the Kuo-Toa, and Vault of the Drow), but many players today know the Underdark from a memorable sequence in Baldur’s Gate 3 or the Legend of Drizzt novel series.
You will doubtless have many questions about the Underdark and Unlight—a strange and dangerous form of magic important to two of the subclasses you’ll see here. And we will answer those questions... in time! Right now, however, we need your help. Try these new subclasses and feats out for yourself, fill out the survey that will follow, and help us make these character options fun at your table.
—Jason Tondro, Senior Game Designer
Underdark Option Highlights
This UA contains subclasses and feats that might be included in a future product. These subclasses and feats are entirely new and have not appeared in UA before.Subclasses
This Unearthed Arcana features three new subclasses:
- Path of Unlight
- House Agent
- Imaskarcanist
The following sections summarize each subclass and discuss some of their underlying mechanics.
Path of Unlight
Unlight is a mysterious and powerful form of magic originating in the lowest depths of the Underdark, among the people of Deep Imaskar. Unlight does not merely banish darkness from the Underdark; it infects those exposed to it, transforming them and making them both physically strong and supernaturally aggressive. In other words, Unlight exposure is a perfect match for the Barbarian class.
A Barbarian on this path has been infected by Unlight, which is associated with Radiant damage. When the Barbarian rages, Unlight bursts from their body, burning enemies and illuminating the darkness. More importantly, the Barbarian can infect enemies with Unlight, causing them to continuously burn. In D&D 5.5e, a Barbarian’s Rage can also have uses outside of combat, and the Path of Unlight reflects that by granting a raging Barbarian Blindsight and Expertise in Perception, as they become supernaturally aware of everything illuminated by the Unlight emitted by the Barbarian’s own body.
House Agent (Rogue)
House Agents work as spies for one of the powerful drow houses of Menzoberranzan, where deception and intrigue are so commonplace as to be expected. These Rogues excel at social infiltration by charming their way into a place, extracting information from a fool with a loose tongue, and backstabbing enemies on the way out. Their house sponsor also gives them a bit of magic to assist them on these missions.
Rogues are known for leveraging their reliable skillsets. This Rogue’s skillset is primarily social. Its subclass features incentivize building relationships with NPCs and either manipulating or backstabbing them.
Many of the subclass’s abilities loop through the Attitude and Influence systems: you gain Advantage (and therefore Sneak Attack!) on Friendly creatures. You don’t suffer penalties when you try to use the Influence action on Hostile creatures. You can use the Influence action as a Bonus action. This makes the House Agent’s silver tongue an asset both during and outside of combat!
Imaskarcanist
The Imaskarcanist subclass describes Wizards following in the traditions of Deep Imaskar, located in the lowest levels of the Underdark and first described in 2003’s Underdark, a book for D&D’s 3rd edition. In that book, Deep Imaskar is protected by the Great Seal, an enormous magical ward which also illuminates the city and sheds light strong enough to grow food. In the years since, the magic of the Great Seal—now known as Unlight—has split into two competing strands, each taught by one of the Imaskarcana, intelligent artifacts sacred to the people of Deep Imaskar.
The Imaskarcanist is a master of both these strands of magic, using Unlight both to heal and to harm. On one hand, they can bolster allies with the invigorating magic of Unlight, but they can also infect enemies with Unlight’s burning radiance, causing them to explode when killed! But Unlight burns the Wizard’s inner life force, represented in the game by the Wizard expending their own Hit Point Dice to fuel their abilities. Imaskarcanists also retain other secrets of Deep Imaskar, such as a facility with magic items and knowledge they use to create powerful wards like the Great Seal.
Feats

This UA also contains new feats that allow a character to transform into a mind flayer.
Path of Ceremorphosis
Since the Paths of Villainy from our Villainous Options UA were well received, we wanted to explore this type of player option further. Not all paths are necessarily villainous, however; some are simply transformative. The Path of Ceremorphosis explores how a player character might gradually become a Mind Flayer. This path and its features are in part influenced by Tav’s potential journey to Mind Flayerdom throughout Baldur’s Gate 3.
One design challenge with feat paths lies in delivering balanced mechanics that satisfy the narrative expectation of the monster. And the Mind Flayer typically does a lot. We put plenty of iconic abilities into this path—including psionics, Telepathy, the Mind Blast spell (also printed in this UA), and the ability to flay minds. We’ve gated these abilities behind decision points along the path to ceremorphosis. The first decision is at level 8, like the previous paths of villainy. We’ve added a second decision point at the “Full Ceremorphosis” feat that completes your transformation: is your Mind Flayer more adept at casting psionic spells or eating and metabolizing brains?
Becoming an Aberration might not be pleasant, and we want to create space for players interested in exploring that. The “Ceremorphosis Variables” table and “Elder Brain Control” sidebar both offer tools for players and Dungeon Masters who wish to explore telling the story of the transformation itself, as well as role playing the relationship between the character and the Elder Brain that seeks to control them.
Your Feedback Matters
We’re really looking forward to your thoughts and comments on the subclasses and feats in this UA. Once you’ve read or played with these playtest materials, be sure to fill out the survey on D&D Beyond, coming on August 27, and let us know what you think.
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Posted Aug 26, 2026You are definitely wrong. These options should absolutely be included in official material, even if some adjustments are necessary. If you want material for drow, just ask for it; there is no need to disparage what has been presented. Your attitude is disgraceful.
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Posted Aug 26, 2026Agreed. As a player i always go for drow and as a gm i usually end up with a drow at my table, I'm more than happy to take drow options. These could have a little more to them mechanically, they seem kind of weak in terms of features but at least we're getting something and the opportunity to say "we like this, here is how we would like it more"
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Posted Aug 27, 2026Counterpoint:
Level 3: You'll be dead long before you do decent damage. Have you seen how much damage 2024 Monsters can do at range, let alone using damage types not resisted like Force? The issue here is that it is Melee attacks only and it doesn't nothing to make Melee safer.
Level 6: Anti-synergy with the Barbarian's cool new ability to boost skills like Stealth by shining an obvious light. You can get 10 feet of Blindsight as a Fighting Style Feat at level 2 on a Fighter. You can cast the Light cantrip and get more light than this. This feature and subclass needs to pick a lane.
Level 10: It is cool that they have an alternate Brutal Strike. It is too weak. As to the stacking, the Monster or you will be dead long before stacking this small amount of damage would matter at Level 10.
Level 14: The Berserker capstone is weak because so many monsters are Immune to the Frightened condition. I wouldn't want to compare to that. Something as effective as the World Tree or Zealot would be a better comparison. Not that anyone would persist for 14 levels given what comes before.
The Martial classes have nothing at any given level as powerful as a spell available at that level. Giving a subclass features worse than another subclass doesn't help the class get played and it definitely doesn't help the subclass to get played.
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Posted Aug 28, 2026I just really hope they won't keep the name "Path of", since that's used for Barbarian subclasses, and it will cause confusion. Maybe something dark like "Descent into Ceremorphosis", "Descent into Lichdom", "Descent of the Death Knight," etc.
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Posted Aug 28, 2026I will say I always love another Wizard Subclass and more Ceremorphosis stuff. Im already imagining the billions of ways I could flavor this omg
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Posted Aug 28, 2026Illithid fans are excited by this new content! There is one lore error in the pdf I want to point out: page 5 states that "the resulting mindf layer retains the memories of its host," which is inconsistent with existing lore. Mind flayers usually DON'T retain memories, or even the skills, of the hosts they emerge from! Surviving memories are seen as a flaw, while they persistently fail to keep the skills of heroes they turn. (That they might retain only a few dim memories shows up in Volo's Guide to Monsters)
It is very interesting to see these new abilities and conceptualization of a person going down the path of ceremorphosis! Players getting to retain agency over their character, with that character's memories and personality intact as they become a mind flayer, is very exciting. Could you please clarify in the text that this is an exception to the typical outcome of ceremorphosis? (renegade illithids and mind flayers with partialism are rare and interesting, so again-- very exciting!)
The Ceremorphosis Variables table explains why the character resists the elder brain, but not why the ceremorphosis itself is slow and identity-preserving. In Baldur's Gate 3, the spoiler-free reasons for this involve a meeting of truly exceptional legends in a moment of looming multi-planar catastrophe. What could produce these effects in a more modest setting?
As a suggestion, one quality of illithids that I feel never gets enough screentime is their tendency for genetic experimentation, including on their own kind. Do the players have a tadpole that has been deliberately tampered with? Did they escape from an illithid lair, where they were infused with mindflayer tissue? Is the whole "player slowly ceremorphoses but keeps their skills, knowledge, and identity while mentally sparring with an elder brain" some illithid conspiracy to circumvent the limitations of ceremorphosis explored in my first point? An Illithid experiment would just be such a fun idea, and feels a bit more likely to go well than "strikingly lucky tadpole host."
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Posted Aug 28, 2026...Yeah, fair, I guess I was far too focused on just comparing the features level-by-level directly to the other Barbarian subclasses and not really considering the whole picture fitting together. Or in other words, I just couldn't see the forest for the trees... Plus I somehow absolutely was not really thinking about just how prevalent ranged attacks could actually be, oops. (I'm relatively new to this hobby, and clearly still have much to consider, so thank you.)
However, I am going to be downright stubborn and maintain that, although it's still not good, the Level 6 feature itself is relatively decent enough as-is, at least in direct comparison unless & until every other 5.5 Barbarian gets a buff here (including other Unearthed options), since they can mostly be boiled down to simply either a mere ribbon or alternate Reaction at this level. Sure, it really doesn't do much, but I will at least somewhat gladly take Proficiency and Expertise (ignoring multiclassing and/or using up a Feat choice) to increase my Passive Perception as a standalone ribbon.
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Posted Aug 28, 2026The Mind Flayer path is awesome. Could be really fun, especially paired with the right class. I'm a fiend warlock, and the idea of having a demon and an elder brain arguing while you fight could be cool.
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Posted Aug 29, 2026I really miss the "underdark druid" subclass from 2d ed. Have not seen anything like it since. Wish they would bring THAT back...
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Posted Aug 29, 2026The House Agent is a clever concept—who wouldn’t want to play a devious Menzoberranzan drow? But it is both underpowered and too complicated. Above all it severely lacks anything that gives the subclass value to the party once combat begins until level 17 and to be honest, then its superpowered Friends cantrip and Cunning strike are just immersion breaking. Here’s how I would fix it.
1. You’ve included two options to represent the House Agent as a factor of diplomacy and betrayal —the Friends cantrip and Influence actions as a bonus action. This is inelegant design. Pick a lane! It is by far more unique to be able to Influence a creature as a bonus action and lends itself to good roleplaying—why not forget about Friends and lean into that? Friends and other spells that inflict Charmed are thematically weird—are you a spellcaster?—and will ironically be terrible against Drow or anything else that has Fey Ancestry.
2. Let the Influence action become more mechanically powerful earlier. At some point, let the House Agent take a special Influence action to affect the target’s attitude to the Party so long as they have not suffered damage from the Party—the House Agent seduces enemies to your side via bribes or influence or whatever. Being able to basically neutralize one sapient enemy per combat, or bring them to your side would be powerful and could be a great Core mechanic. If necessary build out a list of special Influence actions you can take even if the enemy is Unwilling and gate it behind resources (PB/LR, perhaps add 1 at the start of combat once you hit tier 3). Now you have real finite resources to manage.
2. The insignia is mechanically underwhelming and too complicated—give the subclass a Lolth/Menzoberranzan flavoured spell list tied to Cha that differentiates it from Arcane Trickster. Or, and I prefer this—give them meaningful Menzoberranzan themed passives like Blindsight increased by 15ft., Darkvision increased by 60ft, language proficiency in Undercommon, etc., poison resistance. This is a smooth-talking, devious rogue, not a magic user. Rewrite it to reflect the training you receive from your House.
3. I dislike the spider familiar. I understand it is thematic, but it’s not very cool and it is mechanically underwhelming. The level 13 class feature for the spider is laughable and not very impactful—a magic user will have divination spells at that point, and it will hardly be better than a summon familiar Owl.
4. As written, this subclass barely has any usefulness to the party in combat until level 17. Why not lean into some typical Menzoberranzan drow combat mechanics earlier via impactful Cunning Strikes? —like a Lolth’s Sting style cunning strike that can knock enemies unconscious but has a higher DC than the Item? That would be easier to understand and give this House Agent a good control feature after combat. The betrayal cunning strike is fine but can basically only be used at the start of combat assuming you have used Influence actions (or Friends) to make someone Friendly. Otherwise it’s not worth it.
The Illithid path feats are terrific, no notes.
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Posted Aug 29, 2026I like the drow one, but i've always been a drizzt fan
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Posted Sep 1, 2026The Path of Ceremorphosis is woefully inaccurate to lore. BG3 tadpoles were magically modified so could get a pass, and people debate on if [spoilers] was The Adversary or Strom Wakeman was. Either way, The Adversary is rare to unique. Otherwise the tadpole straight up becomes the mindflayer, and the actual person is gone. Maybe gate remaining yourself/Full partialism under a ridiculously high DC OR you need certain things to re-create what Strom Wakeman did. If you want aberrant flavored stuff, there is stuff in the Lords of Madness book to get inspo from.
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Posted Sep 1, 2026Did you not read the table that came with the Path? Also, FR lore only applies to the Forgotten Realms.
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Posted Sep 1, 2026and this UA about FR - because it has Imascar
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Posted Sep 6, 2026The subclasses are so cool. I hope to play with them soon
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Posted Sep 6, 2026Someone buff these and publish them
usinh the dnd beyond crealtor or give me broad promos and I’ll publish them their for you
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Posted Sep 7, 2026Once a character becomes a mind flayer, do they retain all their previous skills and abilities (spells for example)?
I would assume so, but it’s not really clear.
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Posted Sep 9, 2026They are not changed into the mind flayer stat block, it is simply a set of feats that you can take just like any other.