menu_open Columnists
We use cookies to provide some features and experiences in QOSHE

More information  .  Close

Dungeons and Dragons Confirms Details For Eight New Arcana Unleashed Subclasses

3 0
previous day

Get unlimited access to everything VICE has to offer.

Turn off all ads on VICE.com

Exclusive New VICE Documentaries

Member Exclusive Features & Columns

Turn off all ads on VICE.com

Exclusive New VICE Documentaries

Member Exclusive Features & Columns

Turn off all ads on VICE.com

Exclusive New VICE Documentaries

Member Exclusive Features & Columns

4 Magazines Delivered to Your Door

Dungeons and Dragons Confirms Details For Eight New Arcana Unleashed Subclasses

Dungeons and Dragons players can now get an early look at all eight subclasses arriving in the TTRPG’s next major sourcebook.

Share on X (Opens in new window)X

Share on Facebook (Opens in new window)Facebook

Share using Native toolsShareCopied to clipboard

Dungeons and Dragons just dropped a ton of extra details about all eight arcana-themed subclasses that are arriving when the next sourcebook is released.

All Eight Subclasses Coming to D&D with Arcana Unleashed

The next major Dungeons and Dragons sourcebook, Arcana Unleashed, arrives this September and is jam-packed with new resources. In addition to lots of new tools for Dungeon Masters to leverage, the book also contains plenty of material for players, as well.

The sourcebook includes new backgrounds, feats, spells, and plenty of other inspiration for building new characters. A big part of the player content will be the section devoted to eight new or revised arcana-themed subclasses.

Here is the full list of new Arcana Unleashed subclasses and some of the details about how they will work:

Arcana Domain (Cleric) As a Student of Arcana, the Arcana Domain Cleric gains proficiency in the Arcana skill and learns two Wizard cantrips. With Arcana Domain Spells, they are prepared to detect, counter, or dispel the enemy’s magic. When it’s time to call upon their deity for help, Channel Divinity can be used to Modify Magic, granting a spell target Temporary Hit Points or imposing a 1d6 penalty to a target’s saving throw against their spell. Once their connection to the divine develops further, an Arcana Domain Cleric can dismantle an enemy’s spells with expert efficiency. Whenever they cast a spell with a spell slot that restores Hit Points or ends a condition, Dispelling Recovery allows them to cast Dispel Magic as part of that same action without expending an additional spell slot. Finally, at the pinnacle of their power, an Arcana Domain Cleric learns four Wizard spells—one each of level 6, 7, 8, and 9—and always has them prepared. Not many spellcasters can roll Initiative with both Meteor Swarm and Mass Heal prepared, but Mystra’s favorites have found a way.

As a Student of Arcana, the Arcana Domain Cleric gains proficiency in the Arcana skill and learns two Wizard cantrips. With Arcana Domain Spells, they are prepared to detect, counter, or dispel the enemy’s magic. When it’s time to call upon their deity for help, Channel Divinity can be used to Modify Magic, granting a spell target Temporary Hit Points or imposing a 1d6 penalty to a target’s saving throw against their spell.

Once their connection to the divine develops further, an Arcana Domain Cleric can dismantle an enemy’s spells with expert efficiency. Whenever they cast a spell with a spell slot that restores Hit Points or ends a condition, Dispelling Recovery allows them to cast Dispel Magic as part of that same action without expending an additional spell slot.

Finally, at the pinnacle of their power, an Arcana Domain Cleric learns four Wizard spells—one each of level 6, 7, 8, and 9—and always has them prepared. Not many spellcasters can roll Initiative with both Meteor Swarm and Mass Heal prepared, but Mystra’s favorites have found a way.

Arcane Archer (Fighter) The Arcane Archer has honed the rare skill of incorporating magic into their ranged attacks, using Arcane Shot to loose special magical effects when they hit with a ranged weapon. As their studies develop, the Arcane Archer can fire more Arcane Shots before they need to take a Short or Long Rest, and as they level up, their Arcane Shots pack a bigger punch. This connection to magic also carries over into their day-to-day life: early in their journey, the Arcane Archer learns Druidcraft or Prestidigitation, and they gain proficiency in Arcana and Nature. As their adventures continue and they fire a few hundred (thousand?) more arrows, the Arcane Archer masters the Curving Shot, redirecting their own missed shots towards a new target. They can also infuse their ammunition with magic that can help facilitate an escape, unlock a nonmagical lock, or climb an obstacle. With some additional practice, the Arcane Archer can then use Ever-Ready Shot to regain an expended use of Arcane Shot whenever they roll Initiative. An Arcane Archer nearing their peak can teleport up to 60 feet whenever they use the Indomitable feature and succeed. (Good luck to any villain who finally gets close enough to Grapple them, only to watch them teleport out of reach.) At the height of their power, the Arcane Archer can reposition in the blink of an eye and fire off an arrow in response to an enemy’s miss.

The Arcane Archer has honed the rare skill of incorporating magic into their ranged attacks, using Arcane Shot to loose special magical effects when they hit with a ranged weapon. As their studies develop, the Arcane Archer can fire more Arcane Shots before they need to take a Short or Long Rest, and as they level up, their Arcane Shots pack a bigger punch. This connection to magic also carries over into their day-to-day life: early in their journey, the Arcane Archer learns Druidcraft or Prestidigitation, and they gain proficiency in Arcana and Nature.

As their adventures continue and they fire a few hundred (thousand?) more arrows, the Arcane Archer masters the Curving Shot, redirecting their own missed shots towards a new target. They can also infuse their ammunition with magic that can help facilitate an escape, unlock a nonmagical lock, or climb an obstacle. With some additional practice, the Arcane Archer can then use Ever-Ready Shot to regain an expended use of Arcane Shot whenever they roll Initiative.

An Arcane Archer nearing their peak can teleport up to 60 feet whenever they use the Indomitable feature and........

© Vice