D&D
Arcana Unleashed: Subclasses
SEPT 11, 2026
A new adventure expansion is coming, and it is going to immerse players into a world steeped in magic and shaped by the arcane. Arcana Unleashed is set to be released on September 15th and will give us a chance to step into a society where magic is the society. Within this expansion, players will have the chance to uncover all that the book has to offer whilst playing as some really cool subclasses!
Let’s take a closer look at these subclasses, all of which will be available in the Roll20 Character Builder!
Arcane Archer (Fighter)
These ranged fighters have learned to master the art of destroying their enemies from afar. The Arcane Archer has honed a unique ability to incorporate magic into their ranged attacks, using Arcane Shot to grant their ranged weapons additional magic effects upon impact. Growing within their abilities, they learn to fire off more Arcane Shots before a Short or Long rest is needed. And, as they level-up, their Arcane Shots also increase in the amount of damage they do.
Later, as they further develop they gain another ability (to the dismay and horror of their enemies), the Curving Shot which allows them to redirect their own shots towards a new target. They can also infuse their ammunition with magic to aid in their escape, unlock a nonmagical lock, or climb an obstacle. If that weren’t enough, later they can also use Ever-Ready Shot; an ability that allows them to regain an expended use of Arcane Shot whenever they roll initiative.
Finally, as they reach their full potential the Arcane Archer can reposition themselves almost instantly. And, if an enemy misses their shot, they can respond in kind.
Arcane Domain (Cleric)
Arcane Domain Clerics know that the best way to gain knowledge and gain power is not through the study of books, but through their worship and fealty to their god. Students of Arcana, these clerics gain proficiency in the Arcana skill and can learn two Wizard cantrips. Through their domain spells, they are always prepared for the enemy and have the ability to counter, detect, or dispel the magic of their enemies. And should they need to call upon their deity for assistance, Channel Divinity can be used to Modify Magic, granting the target of the spell Temporary HP or granting a 1d6 penalty to their target’s saving throw against their spell.
As the cleric grows in their connection to the divine, they will also gain the ability to end an enemy’s spell with sharp-shooter like ability. Whenever a spell is cast with a spell slot that restore HP or ends a condition, Dispelling Recovery will allow them to cast Dispel Magic as a bonus action meaning to additional spell slot is expended.
As they reach their full potential and stand in their power, an Arcana Domain Cleric will learn four wizard spells; one each of level 6 through 9 and will have them always prepared.
Conjurer (Wizard)
A Conjuration Wizard seems to have a complete disregard for the laws of space and matter when it comes to moving through them. To a Conjurer, Misty Step and Summon Fiend don’t have to follow the laws of space or matter and summoning is merely another type of teleportation.
Conjurers also have an ability called Benign Transposition, allowing a conjurer to blink around a battlefield, moving up to 30 feet or swapping places with a willing creature within range. Growing in their power, they will also learn Distant Transposition; doubling the range of Benign Transposition and restoring uses of the feature by expending level 3+ spell slots.
Overtime, they will eventually gain the ability to magically reinforce their summoned allies and grant Temporary HP and damage resistance to creatures summoned or created by their spells. At the height of their power, they will also gain Splintered Summons, allowing them to call more creatures into battle. Once per day (unless a level 5+ spell slot is expended to restore use of this feature) a Conjuration Wizard can use a spell like Summon Celestial and modify the spell to summon two of that creature; the caveat being that they are both summoned with half their HP.
Enchanter (Wizard)
The Enchanter Wizard has the ability to shape minds; bending them to their will. As they begin to step into their power they gain the ability of Enchanting Conversationalist which allows them to shine in social circles; granting them proficiency and a bonus equal to their Intelligence modifier. They also have the ability to Charm and Incapacitate any creature within 10 feet for a limited time.
As they further their studies and grow in power, the Enchanter Wizard can use Split Enchantment which increases the effective level of certain Enchantment Spells by one. This allows them to gain the effects of the upcast without expending the higher-level spell slot. Further down the road, they can also use Instinctive Charm to redirect enemy attacks which restores the use of this feature whenever they expend a spell slot to cast an Enchantment Spell.
At the height of their power, they will gain the ability to erase the memories of creatures who have succumbed and been Charmed by their Enchantment Spells; which will permit them to leave any scenario in confidence that their role in whatever plight or plot is forgotten.
Necromancer (Wizard)
To start their studies as a Necromancer, fledgling necromancers much create a Necromancy Spellbook which will grant them a number of benefits on their journey to realize their full potential. They will also learn to summon an Undead Familiar (Skeleton or Zombie) which can be utilized in battle to attack in the place of the Necromancer. The Necromancer also gains Resistance to Necrotic damage and upon utilizing a Necromancy Spell, they can heal undead within range; which assists their familiars and keeps them in play.
As the Necromancer grows in their undead knowledge they eventually learn to use Grave Power. This allows them to ignore resistance to necrotic damage and reduces exhaustion when using Arcane Recovery. They also gain the ability upcast Animate Dead once per day without cost and imbue every summoned Undead with additional HP and the ability to deal additional necrotic damage thanks to the Undead Thralls feature.
As they realize their full potential, the Necromancer becomes Death’s Master; gaining the ability to grant Temporary HP to hordes of Undead and turn them into explosives of necrotic energy should they reach 0 HP.
Transmuter (Wizard)
To a Transmuter Wizard, the world is literally what they can make of it. They have the ability to create a Transmuter’s Stone; an arcane focus imbued with transmutation magic that, when held, grants the creature/person a proficiency in Constitution saving throws. They can also gain an additional benefit which is decided by the Wizard such as Darkvision or Resistance to a specific damage type, to name a few. The Transmuter Wizard can also cast Alter Self once per day without the loss of a spell slot.
As they grow in power and ability, the Wizard can also increase the efficacy of certain Transmutation Spells, increasing the value they gain out of a single spell slot. In addition, they can cast a heightened version of Polymorph; allowing them embody the creature without loss of themselves and with the ability to continue to cast transmutation spells despite their new form. Their Transmuter’s stone also receives an upgrade, allowing the Wizard to swap benefits whenever they cast a Transmutation spell using a spell slot as well as imbue the stone with new powers; Mighty Build and Tremorsense.
Becoming a fully realized Transmuter Wizard, they gain the Master Transmuter feature. With this, they can now drain their Transmuter’s Stone of magic and perform a Major Transformation of a nonmagical object, cure a magical disease, remove a curse, revivify fallen friends or allies, or reversing age.
Vestige Patron (Warlock)
Gods may be forgotten and get lost to the annals of time, but their power doesn’t simply disappear. In their desire to make a resurgence they search for somebody, wanting to willingly share their power. Thus, a Vestige Patron Warlock is born. As a Vestige Patron Warlock, their journey is not one that they walk alone for they receive a Vestige Companion; a physical manifestation of their vestige patron that will fight side by side with them. Whether they be Fiend, Celestial, or Undead, these companions have Resistance to damage and Divine Power that they can utilize once per Long Rest. The Warlock can also use a Bonus Action to command their companion to attack on their turn.
Given that the vestige is a manifestation of a once active god, it can grant their Warlock with Vestige Spells features, allowing them to pick a domain (Life, Trickery, Light, or War) and gain those Domain Spells. And, as the Vestige Patron Warlock grows in power, the Vestige Power feature strengthens not just the Warlock, but the companion also reaps the benefits; regaining a use of its Divine Power on a Short Rest. The Warlock also gains the same damage Resistance as their Vestige Companion.
Once the vestige reaches its maximum potential, unable to give any more power than it has, the Vestige Patron Warlock too reaches their full potential. It is at this point that the Warlock can transform their Vestige Companion into a more formidable form which increases in power as the Warlock continues to level, which is all due to the Semblance of Life feature.
Warrior of the Mystic Arts (Monk)
The Warriors of the Mystic Arts know how to fight, and they also know that integrating magic into their fighting style is even better. Easy to strike fear into your enemies with the literal spell Fear or really let them feel the sting of a fist with Burning Hands.
At the beginning of their training, they learn two Sorcerer cantrips and a few spells. As their skills further develop, these monks start to cast cantrips in tandem with their attacks and convert their Focus Points into spell slots or vice versa. Eventually, if a monk were to use Stunning Strike on their enemy, that target would have Disadvantage on saving throws against their spells for a limited time.
At the peak of their mystic prowess, Warriors of the Mystic Arts can replace two of their Unarmed Strikes from Flurry of Blows with a casting of a level 1 or 2 spell. At this point, the monk is a monster in battle as they shift seamlessly between physical brutality and an assailant of arcane blows.
Karina Sturdivant
Karina is a freelance copywriter and creative writer based out of San Antonio, Texas. When she's not writing, she dives into the rich worlds of Dungeons & Dragons, immersive video games, and page-turning books.