This Unearthed Arcana features new playtest content drawn from the Underdark. It continues the theme of the previous Underdark Options UA, presenting subclasses and species native to the deep places beneath the world.
The material in this UA uses the rules in the Player’s Handbook. Read about this playtest directly from the D&D Game Design Team below.
- Underdark Option Highlights
- Freedom Domain
- Circle of Spores
- Faerzress Sorcery
- Deep Imaskari
- Drider
- Illithidkin
- Kuo-toa
- Myconid
From the Game Design Team
The material in this Unearthed Arcana includes more material inspired by the Underdark, one of D&D’s most storied locations.
Like our last Unearthed Arcana, the material here touches on elements of the Underdark that have appeared previously, but which have been expanded or transformed in ways we’re not yet ready to fully reveal. Faerzress, for example, has been part of the Underdark since D1 Descent into the Depths of the Earth, and the Deep Imaskari have made their home in the deepest depths of the Lowerdark since 2003’s Underdark. More about these topics will be revealed… in time.
Right now, however, we need your help. Try these new subclasses and species 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 species that might be included in a future product. Most of these subclasses and species are entirely new and have not appeared in UA before. The Circle of Spores Druid, however, is an update from a previous version that appeared in Tasha’s Cauldron of Everything.
Subclasses
This Unearthed Arcana features three new subclasses:
- Freedom Domain
- Circle of Spores
- Faerzress Sorcery
The following sections summarize each subclass and discuss some of their underlying mechanics.
Freedom Domain
The concept behind the Freedom Domain is simple: this subclass is a high-Dexterity Cleric. Some of the mechanical design of the class was borrowed from the high-Dexterity Oath of the Noble Genies Paladin designed for Forgotten Realms: Heroes of Faerûn. Previous editions—such as D&D 3e’s Freedom Domain—also had an influence on this subclass.
The spell list was designed with one question in mind: Would this spell help in a jailbreak? When the answer was yes, we tried to include that spell on the list.
We wanted the Freedom Domain’s Channel Divinity to be a low-level Freedom of Movement effect, but it was also important that this Channel Divinity be useful most of the time, even when none of the Cleric’s allies are Grappled or otherwise restricted. Design review and iteration on the design added a movement buff, ensuring that Channel Divinity is always useful.
Circle of Spores
This subclass originally appeared in Guildmaster’s Guide to Ravnica and was updated in Tasha’s Cauldron of Everything for use in the broader D&D multiverse. We have updated it now for 5.5e.
In an Underdark setting, the ability to use spores to reanimate corpses is most commonly associated with myconid sovereigns—and it’s possible your Druid learned this art from one such creature! Some flavor elements have been reworked for the Underdark setting to reflect this connection. These Druids also get Telepathy as part of this subclass, further tying it to myconids.
The “Design Notes” sidebar in the UA explains the major changes we made to this class, so we won’t discuss them here, but can expand on the choice to replace Spreading Spores. Spreading Spores, which allowed you to create a cloud of spores up to 30 feet away from you, felt like it didn’t fit with the “get into melee and raise the dead” loop of the subclass. We hope Explosive Burst encourages Druids to keep themselves and their zombies in the fray!
Faerzress Sorcery
Faerzress, the strange radiation of the Underdark, mutates creatures exposed to it for long periods. This makes it a natural power source for Underdark Sorcerers. Faerzress also has a list of distinctive magical effects: blocking teleportation and scrying, enhancing Darkvision, granting mundane weapons magical properties, and more.
The challenge for this subclass was designing cool Sorcerer abilities with a faerzress vibe, starting with the ability to create faerzress and be not just immune to the radiation’s effects but empowered by it. Adding scrying and terrain-manipulation to the spell list gave the Faerzress Sorcerer interesting options not usually available to the class. Other Sorcerer subclasses are often associated with a particular kind of damage (such as Radiant and Fire for Spellfire Sorcery); for faerzress we leaned into Lightning damage, culminating in the ability to transform into a being of pure faerzress energy.
Species

This UA also contains five new species. While many Underdark adventures focus on characters from “upstairs” traveling downwards, we wanted to provide more ways for players to explore characters who already live in the Underdark and who are fighting to protect their home. You can already play a Drow, Duergar, or Deep Gnome, but now we’re adding the following:
- Deep Imaskari
- Drider
- Illithidkin
- Kuo-toa
- Myconid
Deep Imaskari
We discussed the Deep Imaskari and their relationship to Unlight in the previous UA, so make sure you check that out! The Deep Imaskari are descended from humans, so some features (such as Resourceful) reflect this.
Most features, however, focus on their connection to Unlight. While most Underdark species have Darkvision or some other means of seeing in the dark, the Deep Imaskari instead create light wherever they go.
Drider
There are two parts to the Underdark expression of the Drider fantasy: the spider and the drow, who combine seamlessly into one deadly hunter. This drider’s abilities allow them to lure in and trap their prey. How they finish it off is dependent upon the rest of the character build.
Driders are a staple of the Underdark, but they’re a tough concept to bring to the player-facing side of the game due to their typical size and many legs. We took inspiration from the Centaur in Mordenkainen Presents: Monsters of the Multiverse for the mechanical expression of this concept.
Illithidkin
An Illithidkin is a victim (or willing participant) of mind flayer experimentation. They have access to a small selection of psionic abilities. This contrasts with our Ceremorphosis feat path from the previous UA, which requires more build investment and provides the full mind flayer experience. This species and that feat path weren’t designed to be used together, but rather represent two different ways one might run afoul of mind flayer activity.
Kuo-toa
One aspect of the kuo-toa that has captured our imagination is their relationship to their gods. They create idols out of disparate pieces (statues, body parts, household objects, etc), and sometimes those idols come to life. If you play as a kuo-toa, you’ll get access to the Find Familiar spell, but you can mix and match features of the available familiars to create your own delightful abomination!
Myconid
Like their fungal inspiration, myconids come in all shapes, sizes, and colors. They have appeared in many D&D adventures (including Baldur’s Gate 3), and we thought it would be fun to imagine myconid adventurers. What does it look like for a plant to uproot and embark on a journey?
When a myconid leaves their circle for adventure, their party becomes their new circle! Myconid abilities are all about building rapport with your team and sharing knowledge, often without needing to exchange even a word. Because of that, this species is a real “team player.”
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 September 17, and let us know what you think.
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Posted Sep 13, 2026My primary concern with the UA Kuo-toa is Deific Manifestation. It is flavorful for one character, but mechanically it creates a major multiplication problem when several Kuo-toa are played together.
A party of four Kuo-toa begins with four persistent familiars in addition to the four player characters, effectively doubling the party’s number of controllable creatures before anyone chooses a class with its own companion or summons. Those familiars can scout, take the Help action, deliver touch spells, manipulate objects, interact with hazards, and consume additional table time even if they cannot attack. This becomes considerably worse when combined with classes such as Beast Master Ranger, Battle Smith Artificer, Wildfire Druid, or Pact of the Chain Warlock.
The ability to combine two familiar forms is an additional concern. Allowing a familiar to acquire any action, Reaction, or trait from another eligible form creates the same open-ended interaction problem seen with spells such as Polymorph and Find Steed: its power changes whenever another familiar stat block is published. It also encourages players to search stat blocks for detachable mechanical components rather than selecting a form for character or narrative reasons. The feature will continually require rulings concerning which abilities qualify, whether imported abilities retain their original limitations, and how they interact with class features that modify familiars.
At the setting level, this also raises an awkward question. If Deific Manifestation represents an ordinary capability of Kuo-toa, why do established Kuo-toan communities not maintain enormous populations of permanent celestial hybrid familiars? A village of fifty Kuo-toa could potentially produce fifty additional creatures. The feature’s implications scale beyond an adventuring party and unintentionally change how Kuo-toan settlements should function.
I also question whether Find Familiar accurately represents Kuo-toan religion. Kuo-toa frequently direct their worship toward entities that already exist, even when they misunderstand or rename them. BOOOAL, for example, is an existing Redcap exploiting Kuo-toan worship. Mahkloompah in Baldur’s Gate 3 is the player character who exposes and overthrows BOOOAL, after which the tribe redirects its worship toward that character. Their faith may empower, reshape, attract, or misinterpret supernatural forces, but Kuo-toa do not consistently create independent celestial servants merely by worshiping something.
I suggest replacing Deific Manifestation with a personal, temporary blessing that represents the intensity of Kuo-toan faith without adding another creature:
Deific Empowerment. As a Bonus Action, you beseech your chosen deity or divine power for aid. For 1 hour, you gain a +1 bonus to saving throws and to the saving throw DCs of your spells and features. Once you use this trait, you can’t use it again until you finish a Long Rest.
This preserves the religious identity of the species, remains useful to both martial and spellcasting characters, and leaves open whether the power comes from a genuine deity, a supernatural patron, collective belief, or the Kuo-toa’s own unusual psychic potential. Most importantly, it scales cleanly: four Kuo-toa become four empowered worshipers, not an eight-creature adventuring party.
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Posted Sep 13, 2026It feels like the Spores druid should have more focus as a melee druid and less on being a..necromancer. It's a fun little feature, but if I want to be a necromancer, i'd want more than suicidal zombies that aren't going to consistently be in my battles. Also nerfing the d6 necrotic damage to once per turn sucks. You'd need to get Haste, multiclass for Extra Attack, or get the Nick weapon mastery to benefit from mutliple d6s of necrotic damage anyways, so making it once per turn just limits the whole "melee druid" fantasy and makes them more reliant on spells or weak zombies that won't do too much if they can be there at all.
The Faerzress sorcerer just..needs to either get scrapped or reworked completely. It's too niche and you are reliant on your base spells and sorcerer features. Beyond that, your subclass is basically utility for your allies if it ever applies to the situation you're in. As someone else pointed out, this would excel in an Underdark specific campaign; and even then it wouldn't be anyone's first choice.
Freedom cleric is alright, nothing really to say about it.
Deep Imaskari is neat, though it's once per long rest limit keeps it's most interesting and potentially build-defining feature from being interesting.
Drider is fine but it needs something more to convey that it has a giant spider lower body. You could describe the traits of this thing and I could easily believe that this thing looked humanoid with minor spider-like features, climbing around like Spiderman.
Illithidkin is okay but not particularly exciting. The name could also use some work, maybe "Aberrant Thrall" so it isn't specifically tied to Mind Flayers, especially since this species does virtually no favors for the path of the Ceremorph feat path.
Kuo-Toa is neat, and I think it would make for nice Necromancer Wizards or Pact of the Chain builds. I wouldn't really change much with this.
Myconid needs more time in the oven. Rapport Spores is not a strong enough ability to warrant a once-per-long-rest limitation. Skill Meld is interesting in theory, but I can't see many situations where someone can finish a long rest, determine what skill a full party needs to share, and grant it to everybody in advance. If we all need to climb a wall for instance, there are ways around that without needing to give everybody proficiency in Athletics. If it were Expertise in a skill, then i'd say it somewhat evens out the lackluster features.
All in all, this UA, like the other one, needs more work. I'd prefer more options make it into books than be archived indefinitely, but at the rate we are going with getting new UA releases before updating old ones, I fear at least 1/3rd of them will get shelved because they weren't given enough time to get tweaked or reworked before the team moves on. I'd be fine with bimonthly or even trimonthly new UA releases if it meant giving each option more time to be worked on and more time to accept feedback.
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Posted Sep 13, 2026Sadly they did away with the Ancestral Legacy thing they had going with the Ravenloft species. Reborn is now pretty much it's own race that you just flavor as whichever race you want but with no carry-over features. Personally I think the species should be renamed and made a more general aberrant thrall race rather than something specifically tied to Mind Flayers. Throw a table on there with physical features tied to other creatures like Aboleths and Beholders and you've got a flavorful if a tad too basic of a species.
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Posted Sep 13, 2026Also one more thing. WHEN IN THE 9 HELLS DID LOLTH MAKE THE UNDERDARK. Isn't the whole point of the lore is that it already existed and it borders the abyss.
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Posted Sep 13, 2026Wait why does the drider's description say something about shooting caustic acid when neither the species or the monster stat block have any acid, is this a typo.
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Posted Sep 13, 2026I wish we could have gotten a arachnomancer subclass from motm. That would’ve been better that a random cleric
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Posted Sep 14, 2026these posts are just ..right. that is it that is all. hot garbage spores druid needs help.
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Posted Sep 14, 2026Loving the vibe of the Freedom Cleric, fills a great utility niche that helps set it apart from other more support style clerics like Life domain, lots of flavour there.
Spore Druid is fine, can’t tell if there’s really been all too many changes there.
The Sorcerer is just meh though. It’s simultaneously too specialised around this underground radiation stuff, but also so vague (it does radiant stuff! But also anti-teleportation stuff! But only sometimes! Also corrupts things! But not always!) that it never really comes together as a cohesive whole. Doesn’t help that its main attribute is slapping down auras that negatively effect your enemies…which is the main attribute of the Demonic Sorcery UA we just got. If you’re cribbing from the last set of UA, not even a fully released subclass, might be time to go back to the drawing board for a rethink.
The species seem mostly fun but I can’t help but wonder if Driders might have been better served by making them a feat path, like liches, death knights and mind flayers. Give them more power over time to make them feel like the proper monster rather than the stripped down version here which will never change
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Posted Sep 14, 2026The Cleric's Freedom Domain: the designers kept asking themselves (re spell list) "Would this spell help in a jailbreak?" This seems a very specific question.
If they're doing the 2-books-thing for the Underdark (campaign guide/adventure), does that suggest the adventures will be an "Out of the Abyss" style story? Hence the specific need for jailbreaking spells/abilities?
(This article has been out for several days now, apologies if I'm asking a question that's already been discussed/revealed)
Sláinte
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Posted Sep 14, 2026why don't kuo-toa have darkvision? they live in the underdark and they don't have any blindsight, darkvision, or anything that would allow them to see. the kuo-toa stat blocks from both 5e and 5.5e both have darkvision and even true sight but the playable species just can't see crap?
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Posted Sep 15, 2026The cleric is there for Eilistraee which makes perfect sense and fill a small niche for unarmored clerics usually of goddesses of beauty, love, dance, freedom.
Now an Arachnomancer wizard or sorcerer I would be all for but not in place of a more useful, and to me at least, less niche subclass. However instead of that horrible sorcerer yeah.
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Posted Sep 15, 2026So while the abilities are good for a jailbreak game the concept of the freedom cleric is to represent Eilistraee. This is the good drow goddess of moonlight, dance, freedom whose cleric run around in no armor attacking with swords with extra grace and movement.
This also works well with goddesses like Aphrodite, Artemis, I could see Sune, but also Mask and their deities that are less trickery and more just stealth and moving quietly.
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Posted Sep 15, 2026Thanks for taking the time to comment, wanderingmystic,
My main point was that I was wondering if this statement had inadvertently given us a clue to an element in an upcoming adventure. You know, like, Chekov's Gun - if a gun is introduced early on in a play/movie, you expect someone to use it. If you have jailbreaking spells and no jail to break out of, why have all these wonderful toys?
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Posted Sep 15, 2026This is an accident sorry
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Posted Sep 15, 2026Now i get it, thanks! And I agree, the sorcerer sucks
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Posted Sep 15, 2026If only I have a party and DM to play as a drider...
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Posted Sep 15, 2026I don't know why all of these races and subclasses are getting so much hate, especially the radiation sorcerer. They are all good, except maybe the Kuo-Toa, which CANNOT SEE IN THE DARK, I mean sure, it could just carry a torch. but what about when the FISH-man needs to go underwater? Please fix this. The addition of playable myconids is really good, because now we can share skill proficiencies and play as a plant. The illithidkin is good as well, because now we can play as an illithid from session 1 instead of having to level up to level 14, which was in the previous UA. There may need to be some polishing, but please add all of these
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Posted Sep 15, 2026There is plenty of solo play information online.
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Posted Sep 16, 2026I'll only react to Spores druid. I played the subclass and it's thematically my favorite.
lvl3:
– Telepathy is awesome here! Temp hp is a staple.
– I'll probably go against the current here and say that I've always felt the necrotic dmg from weapon attack was kinda off and only good for multiclassing and I didn't like it at all. I think it would make more sense thematically and mechanically if the dmg bonus was for necrotic dmg spells, including the Chill Touch we get in this subclass. Spores is still full caster and it should be the focus.
– Personally, I would just get rid of the Halo of Spores dmg entirely and make it more "mind control" themed and make it so the enemies either lose their reaction or get disadvantage on the next attack (isn't player choice more fun?). Or, if insisting on the dmg, pls don't make DM roll saves every round for 1d4 dmg…
lvl6:
– I like the fungi necromancer theme but I never liked this feat. It's heavily conditioned and gets progressively worse. What I would appreciate more is just simple "you can cast Animate Dead once per long rest without using a spell slot" and get it gets buffed somehow, like it could have automatically the same temp hp (it's also full of shrooms) and this free cast would increase in lvl depending on character lvl, so it has some scaling... Or give the druid Summon Undead spell with Putrid option only.
lvl10:
– Given what I wrote for lvl6, I don't like the new feat at all. As written I can see some scenarios/campaigns where Spores druid get's almost no benefits from lvl6 and lvl10 feats which is bad design. I personally would appreciate a casting focused feat or some major improvement for Halo of Spores (like more mind effects + dmg).
lvl14 is a cool feat.
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Posted Sep 16, 2026I like and agree with alot of where your head is at. This has always been the problem with trying to turn a full caster into a frontline melee character- you either make them weak on all the frontline stuff to maintain balance (Original 5e Spore Druid & this Spore Druid UA) OR you end up with something so powerful and broken, many tables ban the subclass (hello Bladesinger).
Lvl3- I would agree with just adding 1d6 necrotic or poison damage to attack based Druid cantrips- this way if the druid wants to use Chill Touch, Thorn Whip or Shillelagh, all playstyles are supported without being broken. Also very much like the idea of turning the Halo of Spores into something more like a confusion aura. Maybe when an enemy starts their turn within 10ft of the druid while Symbiotic Entity is active, they need to roll a con save or loose their reaction or have disadvantage on next attack like you said. Streamlines the action economy.
Lvl6- I like the FLAVOR of what they are going for, I just don't like the mechanics that make it so situational. Make it any medium or smaller creature- the statblock doesn't change from zombie just cause its a fiend body so why does it matter?? And then make it so the Druid can do this with any creature killed within the last 24hr so that you don't have the Druid chasing around the battlefield to make sure they are within 10 ft of any creature low on health in combat. The current mechanics are just silly.
Lvl10- this would be ok with my adjustments to lvl6 suggested above. Or I agree, you could make an improvement to Halo of Spores to increase the size and make it difficult terrain as an example.
Lvl14- yeah- its a bit bland but its not bad.