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 16, 2026Thanks for the comment. Your lvl6 tweak is definitely more elegant and faithful to the original. I would have no complaints there.
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Posted Sep 16, 2026buddy boy... the warforged. thats a construct. the kalashtar. thats an aberration. the changeling. thats a fey. wotc has plenty of non humanoid species that work. none of the underdark stuff is half-baked, it's just situational. so chill out
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Posted Sep 17, 2026The Spores Druid lacks cohesion and seems lost mechanics wise. It's underwhelming to play because it doesn't know if it wants to be a melee druid gish or necromantic summoner so it's mediocre at both. There's only 1 melee feature at level 3 and then.... nothing. And the nerf with Circle Spells and Entropic Empowerment. And poor or no scaling. I rarely use Halo of Spores. Haven't been able to successfully use Fungal Infestation yet (very situational). I'd rather have 3xs temp HP with Symbiotic Entity and better features than this.
So besides complaining, I'll also offer suggestions. I think level 6 and 10 should be combined at level 6 (I don't think 2d8 Explosive Burst is too overpowered at this level). Then a complete redo for the level 10 feature to better mesh the melee gish with necromancer. I think all the 10 ft range features should at some point increase to 20 or 30 ft. Some type of scaling.
My random and probably unbalanced example: (choose maybe 3 of them? not all of them obviously)
PERFECTED SYMBIOSIS
10th-level Circle of Spores feature
The symbiotic relationship between your fungal spores and the undead you create has been perfected, linking you and your undead through an interconnected mycelial network. While your Symbiotic Entity feature is active, you gain the following benefits:
- Empowered Spores: The range of your Halo of Spores, Fungal Infestation, and Explosive Burst features increases from 10 feet to 30 feet. OR
- Mycelial Reach: Fungal tendrils extend your attacks beyond their normal limits. The reach of your melee weapon attacks and Unarmed Strikes increases by 10 feet. OR
- Symbiotic Strike: Once on each of your turns, when you hit a creature with a melee weapon attack or spell attack, you can deal an extra amount of necrotic or radiant damage to the target equal to your Wisdom modifier. OR
- Resilient Undead: The spores inhabiting the undead creatures you create with Animate Dead or Fungal Infestation have increased resilience. Their hit points increase to 20 (Skeleton) and 30 (Zombie). OR
- Hive Mind: Undead you create with Animate Dead or Fungal Infestation are linked through your mycelial network. A number of them equal to your Wisdom modifier can benefit from this feature at a time. They use your spell attack modifier for attack rolls and add your Wisdom modifier to damage rolls. OR
- Distracting Spores: As a Bonus Action, you can cause the spores inhabiting an Undead creature you created with Animate Dead or Fungal Infestation to release a distracting spore cloud. Choose one enemy within 30 feet of that Undead creature. You have Advantage on the next attack roll you make against that enemy before the end of this turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Heck if I know what's balanced, this is not my day job lol. I just think it could be mechanically better somehow, so figured I'd throw an example out. I do love Symbiotic Entity and Fungal Body, I just wished the subclass mechanics matched the amazing flavor. I've had my character about a year or so and play ~85-90% base druid with Symbiotic Entity and Animate Dead and the majority of the time ignore everything else. That's all.
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Posted Sep 18, 2026I agree. These new races are really good, you just have to understand that they are meant to be situational rather than universally overpowered. You can really feel how deeply tied they are to the Underdark environment, and if you look at how WOTC has successfully handled unique non-humanoid species in the past, it is clear that these will add amazing flavor and storytelling opportunities to the table.
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Posted Sep 18, 2026I love the underdark update. It would be great to see reprinted in the future content the duergars, the kobolds and the deep gnomes
.
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Posted Sep 19, 2026thank you finally someone who is glass half full in this thread
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Posted Sep 20, 2026Can Myconids satisfy the verbal component of spells?
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Posted Sep 20, 2026Hi um sorry but which one of my comments are you replying to?
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Posted Sep 21, 2026the one where you agreed with me abt the underdark ua being situational not half baked.
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Posted Sep 21, 2026Why have you not fixed Circle of the Shepherd yet? It's been 2 years and your changes to the summoning spells are incompatible with the summoning sub-class!
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Posted Sep 21, 2026Oh ok. Well yeah I really agree with you on that one
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Posted Sep 23, 2026Yes, because the verbal component isn't speaking in a language it's making the noises in a certain pitch, which myconids can do by grunting and making other noises
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Posted Sep 23, 2026Kuo-toa: Why would ALL player Kuo-toa get 'slippery' and find familier, when NONE MM Kuo-toa do? It doesn't make sense. Its like someone ran out of ideas for this and ignored the base entries in the MM. And all the MM have sunlight sensitivity, but its left off here. The MM all have Darkvision and Truesight, but theyare missing darkvision and a signature TRUESIGHT vision here, which would make more sense than slippy and find familier.
Someone got stuck on the deific manifestation idea that should have been a nothing burger and tried to make something out of nothing.
Deep Imaskari: An aura that will blind ever round for a minutes as a species ability??? How did someone think that was balanced? Or an aura that could add as high as +3 AC... in the same species.
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Posted Sep 23, 2026Well now that you say this I agree
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Posted Sep 23, 2026There wasn't an option in the survey but I personally would also really like a Fomorian subspecies of Goliath to be played around with. They are the exiled caste of the Ordning and it would make sense with all the others being represented that the Fomorians also have Goliaths of their own.
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Posted Sep 23, 2026This is a actually a cool idea! Why shouldn't we have a formorian!
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Posted Sep 24, 2026It is funny how Battle Familiar takes away all the special traits your familiar naturally has, like owl's Flyby, Skeleton's Longbow, or Pseudodragon's Sting, but with Kuo-Toa you can smuggle one of those back onto your familiar as it becomes a part of "any features granted by the Find Familiar spell".
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Posted Sep 24, 2026Well actually those aren't traits those are attacks.
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Posted Sep 25, 2026I generalized. Kuo-Toa lets you take traits, actions or reactions.
Also Flyby is indeed a trait.
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Posted Sep 25, 2026Yeah ok i didnt focus on the kuo toa i focused on the illithidkin, spore druid and myconid, and I know Flyby is a trait, I just generalised. Because it's not like imma play with the useless fish-man