D&D Arcane Subclasses Get Update in New Unearthed Arcana
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In June 2025, Wizards of the Coast released their Arcane Subclasses Unearthed Arcana playtest package, which featured nine magic-using subclasses, two of which had never before appeared in any past editions of Dungeons & Dragons. After reviewing player feedback over the past few months, however, the D&D design team has released a brand new playtest entitled the Arcane Subclasses Update, which has made some significant changes to six of the previously featured player options.
So just what’s been transfigured in this latest Unearthed Arcana? Below, we summon up all the details.

What’s included in the Arcane Subclasses Update?
In the previous June 2025 Unearthed Arcana, Wizards of the Coast featured nine Dungeons & Dragons subclasses: the Arcana Domain Cleric, the Arcane Archer, the Hexblade Patron Warlock, the Enchanter, the Necromancer, the Transmuter, The Tattooed Warrior Monk and the Ancestral Sorcerer (notably, the latter two were completely new to D&D 5e, while the other seven were updates of previously published subclasses).
In the new September 2025 Arcane Subclasses Update, however, the D&D design team has made a number of changes, with the playtest package now focusing only on the following six subclasses:
- Arcane Archer (Fighter): This elven-inspired tradition blends archery with arcane power, allowing fighters to infuse arrows with magical effects. The 2025 revision adds Magical Ammunition for out-of-combat utility (like creating vines, darkness, or unlocking doors) and retools features like Curving Shot and Masterful Shots for smoother play. At higher levels, they regain Arcane Shots more reliably, unleash forceful bursts when using Indomitable and counterattack when foes miss them. Their arrow effects also now range from banishing foes to restraining them with brambles or blinding them in shadow.
- Tattooed Warrior (Monk): These monks channel magic through tattoos that evolve with their training. At early levels, Beast Tattoos grant cantrips and martial boosts like blindsight, guidance-linked strikes or extra mobility. Later, Celestial Tattoos turn Focus Points into bonuses on exploration and skill actions, Nature Tattoos grant flexible resistances and Monster Tattoos unleash unique monster themed powers powers such as dragon breath, beholder eye rays, troll-like regeneration or displacer beast illusions. Tattoos can also be reshaped after rests.
- Conjurer (Wizard): Masters of teleportation and summoning, Conjurers can move seamlessly across the battlefield. Their Benign Transposition teleport now works as a Bonus Action and they can swap positions with allies. Summoned creatures also gain durable temporary hit points and resistances, while Splintered Summons allows the wizard to conjure two creatures instead of one (at half HP). They also gain immunity to losing Concentration on Conjuration spells.

- Enchanter (Wizard): Specialists in beguilement, Enchanters excel at turning foes against each other. The latest Unearthed Arcana playtest introduces Hypnotic Presence, a Concentration-based charm that incapacitates targets without requiring repeated actions. Split Enchantment also now arrives earlier, letting players enchant multiple creatures more efficiently. Instinctive Charm redirects enemy attacks, while Alter Memories enhances Modify Memory to affect multiple targets. Enchanters also now gain bonuses to social skill checks.
- Necromancer (Wizard): Delving into life and death itself, Necromancers can command undead minions and siphon vitality from foes. Their spellbook grants necrotic resistance, the ability to heal allies or undead via Grim Harvest, and even summon skeleton or zombie familiars. Later features beef up animated undead with more HP and extra necrotic damage. Necromancers can also heal themselves by sacrificing undead and they have access to Death’s Master, which bolsters their minions with temporary HP and detonates them in necrotic explosions when they’re destroyed.
- Transmuter (Wizard): Reality-shapers who bend energy and matter, Transmuters wield a versatile Transmuter’s Stone that grants resistances, darkvision or saving throw proficiency and can now serve as a spellcasting focus. They also always know Alter Self and Polymorph, each upgraded with unique benefits (extra disguise powers, concentration bonuses or retaining mental stats while transformed). Their higher-level powers improve Transmutation spells and expand the stone’s versatility, while Master Transmuter lets them reshape objects, heal allies, raise the dead or even restore youth.
Notably missing from this UA playtest are the Arcana Domain Cleric, Ancestry Sorcerer and Hexblade Warlock Patron, which previously appeared in the June 2025 playtest. It’s not clear if these three subclasses are gone for good or were not revised enough to be included in the updated September 2025 playtest material. If you want to see what changes were specifically made between the two playtests, D&D Beyond also released a post with the designers’ notes.

Final Thoughts
It’s not yet known what upcoming DnD book these six Arcane subclasses will be appearing in or if more changes may be coming down the pipeline. What is certain is that Wizards of the Coast is actually taking player feedback to heart and making changes to these magic-wielding character options that really do feel like improvements.
You can check out the latest six subclasses via the Unearthed Arcana page or download the PDF directly. Player feedback opens on September 23rd, 2025.
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