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 5.5, 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 [actions]Influence[/actions] action on Hostile creatures. You can use the [actions]Influence[/actions] 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 20, 2026Amazing flavor!!! Can’t stress that enough. Wizard looking at lost magic. A rouge of the dark elves of the under dark. Barbarian that gets embuded with light is all great but all of the subclasses need a total rework for anyone to play them.
for the Mind Flayer tree they also need love. They need to be stronger than the (school) Adept feats or the familiar feat in arcana unleashed for anyone to pick them. But again great flavor everyone wants to play a mind flayer.
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Posted Aug 20, 2026Mind Blast 4+/day seems very strong. Mass Int vs stun? Yikes. I'd limit it to 1/day.
The other BG3 feats (c'mon, we all know that's what they are) seem cool.
Classes are weak, but I did like them mechanically. Also people seem to forget how good find familiar is for a rogue, to trigger sneak attack and Help; if they'd give the familiar the extra max HP at lvl 3 (and fix the "you can talk as a bonus action") I think it could be an ok subclass.
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Posted Aug 20, 2026Mindflayer feats are cool but need to build on themselves, increase the range of the telepathy with each feat gained, etc.
The first feat in the tree should let you spend psionic dice on skill checks and saving throws. These feats are competing with things like GWM, they need to be more powerful.
The capstone for the feat tree is great.
That said, the subclasses are all REALLY BAD and shouldn't get anywhere near print. The flavour is fine, if a bit specific, but these are so undercooked and lacking in active features that you will feel like you don't have a subclass if you pick these. Weak and mechanically boring, sorry to say.
Disappointing because of how good all the previous UAs have been.
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Posted Aug 20, 2026This was supposed to be a reply but d&d beyond is bad
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Posted Aug 20, 2026DND Staff create paths of vampirism and lycanthropy, and my life is yours!
Btw, the subclasses suck
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Posted Aug 20, 2026Concept wise find these subclasses interesting. The rogue one would be a good fit for Regis with his charming ways. But agree with others what is produced just doesn't really work and looks very messy. The barbarian subclass I was hyped for after reading the article but once I read the actual features looks awful 😞 please rework that into something more impactful.
The wizard subclass looks like the only one I could see playing and testing out but still needs some tweaking.
Shame as I like the concepts but mechanically feel very underwhelming. Except maybe the wizard but that still feels like it rough around the edges.
The feats on the other hand I like. Excited to play a mind flyer and love this transformation feats tree we have seen from villainous options and feel a good way to do these transformations mechanically. I'd love to see a feat tree for vampires and werecreatures in the future.
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Posted Aug 20, 2026Hey, I love that we're finally getting some mindflayer love up in here! For ages I've just been homebrewing player races for them. But please for all people who love illithid's sake, don't go with the Baldur's gate 3 lore. The Absolute illithids felt like anomilies that were tampered with netherese magic, not normal at all.
If an illithid retains it's memories then the Adversay legend and all the lore of renegades being booted out due to showing signs of memories will lose its impact. Let BG3 be their own thing and build off the current mindflayer lore. I find it way more interesting than the anomilies that make up the versions depicted in BG3. Making partialism a normal thing messes with the Emperor and Illithid Karlach. Basically, the entire message of that game. It beats the whole point of the sacrifice.
If you guys love what was done with BG3 then maybe keep retaining memories rare(partialism), and it's only exceptional characters like those taking this feat that it happens to. Everyone wins, we don't have messed up lore, and we get some cool feats.
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Posted Aug 20, 2026Also, that nuke that happens when it hits 0 is almost undoubtedly gonna hit allies in melee range. Doom of unlight feels almost like youre supposed to cast it on a really reckless barbarian and let them go to town knowing that if the enemy takes them out, theyre gonna be in for it. Still really weirdly designed
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Posted Aug 20, 2026First impressions: Very cool flavor, and these will probably get reworked a bit through the UA process.
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Posted Aug 20, 2026The Unlight barbarian feels very undercooked. If the level 3 feature also included imbuing your melee attack with Unlight for extra Radiant damage, it would be more appealing. Blindsight at lvl 6 feels very underwhelming compared to abilities like Branches of the Tree (World Tree) or Elemental Cleaver (Giant); the Perception expertise is basically a ribbon. Causing enemies equal to your PB to burn within the radius of your light would be more interesting.
Barbarians want to dish out damage, let the Unlight burn!
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Posted Aug 20, 2026I second this! You get the 20ft Bright Light emanation right at level 3, but then it only becomes directly useful at level 14 when you can blind everybody. I feel like some little effect that deals some extra damage or inflicts a condition on people in the Bright Light would help tie the whole subclass together mechanically. (And then it could even dovetail into the Radiant Infection unlight at level 10.)
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Posted Aug 20, 2026The wizard seems absolutely awesome, but the other two subclasses feel undertoned, I would recommend the barbarian of unlight to deal twice or thrice your rage damage bonus when hit, or a number of d4s equal to the rage damage bonus, but plainly the rage damage bonus feels almost like not having nothing, the rest of the abilities are cool, but I would rise the damage of the level 14 skill to 2d12+STR or Con, and then it would be pretty cool an useful to control groups of enemies.
The rogue needs to fuel up a little, the third level abilities are cool as hell and i really want to try the subclass, but it leaves little to do in combat and aren't as strong, you could add an extra ability to use in combat, or, which I would preffer, buff the already existing ones, maybe you always influence with advantage, and surely the extra proficiency should give expertise in that ability too. The spells of the insignia are cool, but quickly and easily wasted, a certain number of uses per spell, like charisma modifier, or replenish them in a short rest, would make wonders too. I would also add the familiar sight connection expand to 1000, or even only to 200 ft, but at least a little more with the level 13 ability. Finally, an extra cunning strike option in level 9 and 17 will do wonders.
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Posted Aug 20, 2026This is an upgrade that the soul knife needs
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Posted Aug 20, 2026I agree with the sentiment coming from everyone else, flavor is great, subclasses bad, mind flayer good. My only complaint about these new path concepts that you guys are exploring is the fact that they are feat trees. Players are already so starved for feats that tying these transformations to feats really inhibits builds.
Of course if your DM is cool there is always the option of having these paths be reworked and done as separate from feats and as we collect more paths then there are more options for players at the table to consider, but you should really look at how Grim Hollow handled their cursed transformations and consider something like that for these paths moving forward.
I understand feat trees are easier and would be accepted at more tables than cursed transformations as done by grim hollow, but if I was a player or the GM and had a player character be infected with lycanthropy I would imagine rules more akin to cursed transformations than expecting a player to be forced to take a feat at 4th level+ to gain the effects of Lycanthropy or if they in character where going through the steps to become a lich etc.
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Posted Aug 20, 2026Just some thoughts
Unlight doing radiant (light damage) makes no sense in general.
Imaskarcanist needs to tread lightly around the healing aspect. Wizards should never have that capability IMO.
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Posted Aug 20, 2026Honestly the Flavor behind these are amazing, the execution and power on the other hand feel meh. Also hoping to see some Faerzress themed subclasses if we are going to the underdark.
I'm loving the mindflayer feats. One suggestion is at full ceremophosis they should gain the disguise self spell to cast once per day for free or via proficiency bonus (this should be not part of the ilithid spells but by default). Would allow for avoiding any rp issues in the long run. Also write in a need for brains once a month.
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Posted Aug 21, 2026Conceptually fantastic, in execution underwhelming. I love the underdark, when i'm a player, i play drow. These subclass features don't do them justice. The wizard doesn't make sense flavor wise. It feels like a reskin of the celestial warlock with extra spells. I want to see more underdark options, especially if they include bregan d'aerthe, but i want them to have something good and unique for mechanics. The rogue subclass is the strongest contender, but it could do more. It doesn't have enough features to it to give it a real distinguishing shine when the parts are all there in Salvatore's books. I'm not big on martials, so I can't say much in the way of the barbarian class, I don't play those in general.
If you're going to give me underdark options, drow options, bregan d'earthe options, don't do me dirty.
Would Jarlaxle look at this and give the go ahead? Come on. You can do us better. You're on the right track, don't discard the concept, you can strengthen these into solid subclasses.
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Posted Aug 21, 2026Gotta agree with everyone else and say that this is all flavor and very little substance
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Posted Aug 21, 2026I think it would be pretty cool if you added a playable mind Flayer species.
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Posted Aug 21, 2026My comments from Youtube:
Path of Unlight: Radiant Rage needs to be paired with more damage mitigation. Maybe the damage to the Barbarian is reduced by the same amount.
Radiant infection needs either a damage buff or a stronger saving throw.
Brilliant Rage is really weak for level 14. A wizard at that level can cast and upcast Fireball 10 times at that level before a long rest and that's not even their strongest spell. Also, it then has to compete with even stronger spells at higher levels.
House Agent Rogue. First, the Find Familiar benefit feels really bad to read. You start with hype around getting the Find Familiar spell, then a sort of half good with the FIRST cost, and then bad by saying you can only pick a Spider. Im fine with just a Spider but the wording is a bad choice because it goes from a good to a bad instead of just nixing the whole thing and just starting and finishing strong with the spider familiar.
For the same feature, the Friends cantrip needs a buff. Maybe give it a number of castings equal to your Charisma Modifier that work even against an enemy. It already eats the Rogue's action to use. Maybe make it a Bonus Action. Or do the CHA Modifier castings for the other spells. Otherwise, the rest of the subclass' features are basically dependent on other character providing the Charmed condition.
Put Silver Tongue at level 9. Itll get more use.
Confound is solid I think since it consistently gives Charmed. Maybe buff it to be at disadvantage to end the effect or maybe swutch it to an Intelligence saving throw since the DC to the Influence action is a creature's Intelligence.
As mentioned above, some of the additional riders should be earlier for the Friends Cantrip. The amnesiac effect could be level 13.
Imaskarcanist: I feel like this needs to be a Cleric or Sorcerer. The healing is counter to the concept of Wizards not being healers.
Unlight Invigoration is fine for Temp HP personally. However, the advantage to Strength Checks is weak. Maybe add INT Modifier to their Strength checks instead of Advantage since Barbarians can essentially already get Advantage.
Secrets of Deep Imaskar kind of casually gives Radiant resistance plus a bunch of other bonuses while the Barbarian at the same levels gets only that. Imaskar Seal is much more potent than the Barbarian's Radiant Infection. Also, the Imaskar Seal feels like something a Ranger should get.
Doom of Unlight solidifies to me this should be a Sorcerer. Subtle spell would make this hilarious against a random enemy in a crowd. Just needs a little tweaking as a sorcerer.