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 24, 2026Yeah but with how healing works in 5e its only the last hit point that matters. Those other class at that level have healing limited by spell slots and spell list so it's harder for them to afford being able to burn a slot to heal someone in a normal adventuring day. A wizard with non slot dependant bonus action healing can have that and the versatility of being a wizard. Swhy one of the best healers in DnD is the Celestial Warlock and their ridiculous ealing is balanced by having so few spell slots.
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Posted Aug 24, 2026The rogue subclass spends all of its features on making the Influence rules and Charm spells actually usable for once (Like they should always be), and then forgets to also give you a subclass (other than giving you some spells). The only actual subclass feature I see on early levels is having a spider on your shoulder to proc sneak attacks with. Most of what this subclass is should've been the base rules to begin with.
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Posted Aug 24, 2026I agree with the consensus thus far. Great flavor/fluff but underwhelming to just plain bad mechanics on all of these.
The barbarian's damage output is far below standard for the subclass. The level 6 feature is laughably poor and should be an add-on at level 3, not 6. The level 10 infection needs to scale up and it needs to have higher output. the level 14 capstone is also absurdly low power for a single d12 of damage, especially at that level. Ideally, I'd merge Unlight Revelation into level 3, Infectious (start d8, and scale up at some higher level) and harbinger to 6, Brilliant to 10, and create a new 14 capstone, something more akin to a huge burst of unglight affecting multiple targets.
The rogue just doesn't fit, this a bard subclass stretched over a rogue and not in a fun way. The mechanics are decent enough in theory. It also needs a more robust sidebar to change the familiar to be non-spider options for non Menzoberanzen campaigns. Backstab is misnamed, and insanely overcosted, same with Subtle Manipulator. I can see the vision that it's meant to used out-of-combat as a surprise effect, but it's just clunky, and not a great fit.
The Imaskarcanist is the best of the three. I have a lot of concerns with relying on the lowest possible hit dice on a class that is already squishy. Handing out advantage to an enemy with the level 14 feature feels borderline insane from a design angle. The effect also has no miss protection, and you're treating it as having a 6th level spell in terms of power, and it's just not quite there. I like the flavor and having an alternate abjuration/healing type wizard for sure.
I reserve my opinions on the Illithd chain, but my main suggestion is it needs an origin feat rather than starting at level 4. Most classes won't be able to make good use of the ability bumps and the very narrow usefulness of the tentacles is disappointing. The image of a monk using the face tentacles for attacks is a funny one though.
You have some good ideas with the Unlight users, but these will need a LOT of help to get where they need to be.
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Posted Aug 24, 2026100% agree.
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Posted Aug 24, 2026Keep in mind the sorcerer has one unique spell and it's a cantrip.
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Posted Aug 24, 2026I 1000% agree with everything you said. This class has so many features that are either useless, locked behind levels way too late, have features tied behind secondary ability scores for no reason, or straight up don't work because so many creatures resist charm at higher levels, or are literally overshadowed by the base rogue class features. The ability to not impose disadvantage on creatures you are trying to influence while fighting them is useless, because by the time you get it (given that you don't have minus 1 to charisma) you can't get under a 20 in any roll you care about. It's so strange on why they want to make rogue a class they are not meant to be, while giving them features that would be great on any other class at earlier levels.
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Posted Aug 24, 2026Yeah, but the Celestial Patron's main healing feature, Healing Light, isn't tied to any of the Warlock's other resources, instead using its own large pool of d6s. Healing Light is also available sooner and can restore more Hit Points than the Imaskarcanist's Unlight Restoration, and it too uses a Bonus Action.
Also, the Imaskarcanist's Unlight Restoration is fueled by its own Hit Dice, which is a fairly steep cost at earlier levels, especially for a Wizard, since they're mainly used for self-healing either as part of a Short Rest or as part of self-healing effects like the level 2 Artificer, Sorcerer, and Wizard spell Arcane Vigor or the Speedy Recovery benefit of the 5.5e version of Durable.
Bottom line is, I don't think the Imaskarcanist's Unlight Restoration is unbalanced because it is both very costly for a Wizard to use and outclassed by most other healing effects in the game.
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Posted Aug 25, 2026Personally, I think each of the subclasses need more time to cook. Barbarians shouldn't have to purposefully get hit in order to use their damaging feature, especially when the damage is very low that you will almost always take more damage than you will deal with the feature.
One thing that I've noticed with Psionic Energy Dice is that each feature that grants it in 5.5e explicitly has a clause that prevents other sources from being interchangeable, and this is no different here. I think this hinders the creative potential and logical reasoning for these options. As a PC with Psionic Energy Dice, it just makes sense that being a Soulknife, Psi Warrior, or Psion would make investing in the Path of the Ceremorph feat tree would make your psionics stronger by giving you a bigger pool of dice. I don't see any reason to disallow Psionic Energy Dice from other sources to be used as one complete resource. The only thing I would change to balance this would be to increase the cost of casting Mind Blast with the Full Ceremorph feat from 1 Psionic Energy Die to 3.
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Posted Aug 25, 2026Dear Wizards of the Coast team,
I am deeply disappointed that the authors of this supplement have completely disregarded the established canon and the way these things were portrayed in the older material.
Please show some respect for the older books and their lore.
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Posted Aug 25, 2026"Respect the lore & older books"
They haven't done that since the buyout of DND.
Also, what's canon in Greenwood & Salvatore may not be canon in an individual game.
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Posted Aug 25, 2026It’s play test material (and not particularly well received material at that) nothing published yet. Calm down
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Posted Aug 25, 2026Letting players become mind flayers is great. It's an interesting echo of sorts to prestige classes. The abilities of the subclasses where flavourful and would be fun, even if the balance was one way or the other quite often.
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Posted Aug 25, 2026Yes...
The reasons the elder brain revokes control on your mind are great.
I am so annoying that they don't even WANT to mind control me!!!
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Posted Aug 25, 2026The thing I don’t like about the first feat of the path of ceremorphosis is that while the flavor is good if you are something like a Druid or Cleric you can’t become an ilithid cause you don’t have any psychic damage spells. While it is kinda correct because there are no cleric or Druid mind flayer, it will be fun to play an ilithid druid of underdarks nature.
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Posted Aug 25, 2026Surely it cannot be that hard to make a fun, creative, unique and playable(useable) martial subclass. We're going to see it in Arcana Unleashed with the mage subclasses (beautifully done), but somehow its a good idea to make a rogue subclass feature that drops 4d6 of their 5d6 sneak attack die at level 9, to use a niche feature that is already difficult to set up. The barbarian subclass doesn't really add anything fun either, why would players play this if another Barbarian is going to be more usable. The ideas are somewhat cool, and less usable.
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Posted Aug 25, 2026I feel like the House Agent rogue is an amazing design, but it lacks uniqueness, i feel like i could play an Arcane Trickster and get the same result... And the design choice of not having disatvantage at Influence checks being at Lv13 is terrible, you're gonna use an ability core of your subclass for 10 lvls at disadvantage? Might as well not use it at all.
The flavor is perfect, the theme is amazing but the abilities that you get from it are terrible.
Inquisitive rogues suffer from the same problem at being a horrible subclass but at least you can kinda use their abilities for a Lv3 one shot murder mistery, maybe. With the House Agent, you have nothing that you could not get from any other subclass. If i wanna influence enemies in the battlefield i'll play a Swashbuckler, if i want spells to befriend targets i can play an Arcane Trickster and if i don't care for spells but still want to be good at infiltrating enemy ranks i can play an Assassin. Nothing is unique with the House Agent.
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Posted Aug 25, 2026Imaskarcanist feels like a caster version of way of mercy monk. I'm sorry but I just have to put that out there
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Posted Aug 26, 2026BTW when will you make a villainous options book? i want a titan druid so i can tear apart be dm's soul by becoming Godzilla and destroying everything and my partymember
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Posted Aug 26, 2026Honestly, the more I go back to look at the four Barbarian subclasses in the 2024 PHB, the more I think that the Path of Unlight is actually balanced relatively decently already, even though it does seem slightly underpowered at first glance.
I mean, yeah, sure, like most others here I absolutely think that Level 3's Radiant Rage retaliation damage could use some extra scaling for higher levels instead of relying on getting hit by Multiattacks, but really all I think it needs, and perhaps this might even be too much, is something like "[...] equal to your Rage Damage bonus. [New] Additionally, at Level 6* you add your Constitution Modifier to the damage dealt from this feature, and at Level 14* you also include your Proficiency Bonus" (or vice-versa. *Or whatever levels work best for scaling purposes, such as 11 & 17 to coincide with the later upgrades to spellcaster cantrips). Either that, OR add some defensive benefit like giving Ranged attacks originating from more than 10 feet outside of our Bright Light radius Disadvantage against us due to the Unlight's glaring brightness concealing our silhouette, or something somewhere along that line of thinking, I'm just kinda spitballing here...
The Level 6 feature being mostly just a ribbon doesn't feel great, but it's actually relatively fine, and surprisingly easy to directly compare to other options at this Level: Berserker simply gets two Condition immunities only while Raging; Wild Heart merely gets a ribbon choice between Darkvision, a Climb Speed, or a Swim Speed; World Tree essentially gets a fun new variation of the Sentinel Feat but only while Raging; Zealot can reroll a failed saving throw only once per active Rage; so the Path of Unlight having both Expertise in Perception as a permanent ribbon & Blindsight only while Raging as a temporary ribbon isn't actually too far from the norm at all for this level, and I personally don't think it needs to change whatsoever.
Level 10, unless I'm missing some info from other sources (which is absolutely very much possible), I don't think any other Barbaian subclass provides an alternative Brutal Strike option, so that's kinda cool & something I now wish we had more subclasses doing. Question, though: Since it does not specify being affected by only one instance at a time like Hamstring Blow does, can I potentially affect the same target multiple times with additional stackings of the Radiant Infection damage on subsequent turns, or would it merely reset the duration??? (If I can indeed stack the effect damage on the same target multiple times, that would certainly make this slightly more worthwhile than first impressions)... Also, having an option to change the Brutal Strike damage type & also a permanent Resistance are nice bonuses to have, so I'm not complaining here.
Level 14, all it needs is either for the Blinded condition to last for 1 full minute with repeating saving throw chances instead of just the end of your next turn to bring it more directly comparable to the Berserker subclass capstone; OR it just straight-up needs to do more area damage than 1 d12, even if it's just as mild an increase as 4 d6, or something like that...
So yeah, all-in-all, at least for the Path of Unlight, it's actually nowhere near as bad as some comments suggest, and one I quite look forward to playing even if no changes are made.
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Posted Aug 26, 2026These options are cool niche concepts that would better fit in a 3rd-party supplement than a core D&D book.
We need WotC to proritize getting the still missing but more adaptable subclasses out the door. Stuff that could be used in ANY campaign, not just a FR-specific Drow-specific campaign.
And in any case, these are the sorts of options that belong in backgrounds and feat trees, not in subclasses.