Wizards of the Coast’s first Dungeons & Dragons release of 2026 is a quiet one: On Jan. 15, Wizards published four new subclasses as Unearthed Arcana (UA) playtest materials. Unlike some other more recent UA materials that retune pre-existing subclasses for the 2024 5th edition ruleset, these “Mystic Subclasses” are totally new to 5e. Collectively, they “explore new ways to wield, counter, steal, and bargain with magic.” An official D&D Beyond blog post also explains that these subclasses “combine magic and martial prowess, prey on or protect spellcasters, and commune with eldritch beings that seek to return from death.”
There’s Warrior of the Mystic Arts for Monks, Oath of the Spellguard for Paladins, Magic Stealer for Rogues, and the Vestige Patron for Warlocks.
Together, Mystic subclasses feel like a coordinated experiment in how much interference modern D&D tables want around spellcasting — and how much nuance they want in the flow of magical combat. Rather than trading spells and other attacks back and forth, each of these subclasses provide options to alter and disrupt traditional rules related to the arcane.
Longtime players will probably recognize that none of these subclasses are entirely new since they echo some of D&D’s most experimental designs from the 3.5 era, reworked to fit today’s more conservative ruleset. We’re looking at updated versions of Binder and Spellthief from D&D 3.5 in the form of the Vestige Patron and Magic Stealer. Oath of the Spellguard and Warrior of the Mystic Arts don’t have any similar clean-cut comparisons from 3.5, though.
3.5 revised the 3rd edition ruleset in 2003, and it was D&D’s default system until the maligned 4th edition came out in 2008. Back then, classes worked very differently. It had 11 core base classes that modern players will recognize, like Fighter and Wizard. But 3.5’s systems eventually expected players to pivot into one of dozens of hyper-specialized classes — including Binder and Spellthief.
Let’s dig into the four subclasses.
Vestige Patron Warlock
Anime fans who like Fumikage Tokoyami from My Hero Academia will find a lot to love with the Vestige Patron Warlock.Image: TOHOThe designer insights blog post confirms that the Vestige Patron for Warlock draws direct inspiration from Binder, which itself shaped the Warlock class: “A vestige is all that remains of a dying or forgotten god who lends power to the Warlock in exchange for a chance to grow in power and live again,” the post says. “The vestige accompanies the Warlock on their adventures, and as the Warlock advances in level, the vestige grows in power, protecting the Warlock and their allies and eventually adopting a mighty, terrifying shape.”
That Vestige literally appears as a celestial, fiend, or undead companion with its own stat block that assumes the shape of the player’s choosing — it’s functionally similar to a Ranger’s beast companion. Depending on the creature type it assumes, the Vestige also gets a specific ability in the form of a Divine Power. Celestial Vestiges get Healing Touch, making this subclass a solid alternative to the Celestial Patron subclass as a support-healer type. The Vestige subclass also lets a Warlock dip into the Cleric’s spell lists, boosting their versatility. All of the abilities at higher levels focus on enhancing the Vestige’s power.
Flavor-wise, I can’t help but think of Fumikage Tokoyami from My Hero Academia, a superhero with a bird head whose special ability is called Dark Shadow. It takes the form of a shadowy monster attached to Tokoyami that subtly changes its shape and acts as his guardian. For anyone who’s dreamt of playing this MHA character in D&D, now’s your chance.
Magic Stealer Rogue
Luxanna "Lux" Crownguard from League of Legends in her "Spellthief" skin, as depicted in this loading screen.Image: Riot GamesThe Magic Stealer subclass for Rogue draws obvious inspiration from “magic-stealing Rogues from previous versions of the game,” namely Spellthief from 3.5. It “absorbs spells to empower Sneak Attack, and can even redirect magical power to an ally, allowing that ally to recover spell slots.” While it has the least-inspired subclass name, it’s probably the single best character option of the bunch.
Magic Stealer absorbs magic energy whenever a nearby creature casts a spell with Empower Sneak Attack, infusing the Rogue’s next Sneak Attack with extra damage. (It’s worth noting that the language here does not prevent them from using this on their own allies.) Their level 17 capstone ability is Eldritch Implosion, upgrading Empower Sneak Attack to impose a Constitution saving throw that dissipates the spell in question and stuns the target.
They can also absorb the effects of an ongoing spell from an ally just by touching them with Drain Magic. Is your Wizard disabled by the Silence spell? The Magic Stealer can grab them by the hand and pull them back into the fray. At level 13, Drain Magic gets upgraded to a bonus action and can handle higher-level spell effects.
At level nine they get new options for the core Rogue feature, Cunning Strike, all geared toward legitimately disrupting enemy spellcasters’ magic by imposing disadvantage on saving throws or forcing an enemy magic-user to pass a saving throw or fail at casting a spell. They can also straight-up steal any kind of damage resistance from a target.
Oath of the Spellguard Paladin
An Oath of the Spellguard Paladin wielding a warhammer.Image: Wizards of the CoastPaladins are always the tanks and protectors of the party, inherently sort of a Fighter/Cleric hybrid combining martial prowess with protection and healing magic. Oath of the Spellguard Paladins are “sworn to battle those who use magic to harm others,” so they specialize in taking down enemy spellcasters while also protecting the party’s mage(s). As such, they get access to all of the anti-magic staple spells like Dispel Magic and Silence.
Spellguard Strike is their core offensive feature unlocked at level three, allowing them to use a reaction to attack a magic-user in range while they’re casting a spell. At level 15 it gets upgraded to Spell-Breaking Blade, adding Counterspell to the reaction to potentially shut down the spell entirely.
On the protection side of things, they can forge a “Guardian Bond” with an ally to buff their armor class. Every Paladin subclass also gets some kind of protective aura that buffs the party in some way. Naturally, Spellguard’s is all about buffing your casters, offering all allies within range advantage on constitution saving throws to maintain concentration on spells. Both features get massively improved at level 20 with Eternal Spellguard. It can offer resistance against all damage to the ally linked by the Guardian Bond, advantage on saving throws against spells for all allies, or impose disadvantage on spell attack roles that target all allies.
Fans of The Wheel of Time will see a lot of similarities between this subclass and the Warders, essentially a kind of knight that serves as sworn protectors to a magical Aes Sedai. I would have loved to see this subclass get a bit more offensive magical flavor that resembles the dynamic between Steiner and Vivi from Final Fantasy 9. In that game, Steiner is ostensibly a heavily armored paladin, and Vivi is the party’s black mage. When they fight together, Steiner has access to special Sword Magic attacks where Vivi infuses one of his spells into Steiner’s attack. Here’s to hoping future refinements of this subclass include something like that.
Warrior of the Mystic Arts Monk
Official art for the Spellfire Sorcerer works uncannily well for Warrior of the Mystic Arts Monk as well.Image: Wizards of the CoastWarrior of the Elements has long been considered one of the worst Monk subclasses available, focused entirely on infusing attacks with elemental bursts of magic to increase damage a bit. The new Warrior of the Mystic Arts subclass offers a more nuanced approach to a magical Monk. They get a legitimate spellcasting and some great versatility in their ability to convert spell slots into Focus Points and vice versa. It winds up looking like a Monk/Sorcerer hybrid class, giving punches some magic-infused utility.
Their most interesting subclass feature kicks in at level six with Mystic Fighting Style, allowing you to replace part of your attack action with a Sorcerer cantrip. At that point, Monk already has extra attack, so a turn could could play out like this: attack with a weapon, spend a focus point to turn that into a Stunning Strike to stun the enemy, then replace your second attack with something like Poison Spray or Thunderclap, and you can follow that up with two unarmed strikes by spending another focus point on Flurry of Blows. Whatever cantrips you select here probably won’t ever deal as much damage as a straight-up attack, but it’s a fun bit of magical versatility here. Ray of Frost, for instance, would reduce the target’s speed until the next turn.
Level 17 grants a huge upgrade to this core feature, allowing this Monk to cast a level one or two spell when they take the attack action — without expending a spell slot. That opens up some ranged attack options with spells like Chromatic Orb, defensive options like Death Armor, or even crowd control resources like Gust of Wind.
The Warrior of the Mystic Arts feels like a consolidation of builds that used to require multiclassing or prestige classes from the 3.5 era, particularly something like Enlightened Fist. That monk-caster hybrid never quite worked under the old ruleset, so it’s refreshing to see if fleshed out in an effective way here.
Flavor wise? If you’ve ever wanted to live out the power fantasy of Aang or Korra from Avatar: The Last Airbender and The Legend of Korra, this is the subclass to pick.
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