Wizards of the Coast clearly puts serious consideration and planning into introducing new elements to Dungeons & Dragons each time a new expansion releases. However, outside these massive expansions or D&D's new editions, the developer will often make smaller additions to everything from class archetypes to magic spells to the lore of the series through Unearthed Arcana.
These mini-updates known as Unearthed Arcana take the form of articles released directly by Wizards of the Coast to the official Dungeons & Dragons website. While the canon of these articles and the changes they can make to some player characters and monsters are often considered tenuous, they can inform how the development of the game might proceed going into the next edition.
Dungeons & Dragons: Who is Vecna?
Before getting into the best things that Unearthed Arcana can add to Dungeons & Dragons 6E, it should be clearly defined what these articles amount to in terms of game design. These are essentially beta concepts for the game that haven't quite been refined to the point of being included in an official rule book, but are instead presented for players and DMs to play around with and test for themselves. Many players consider these rules to be a form of Wizards of the Coast guided Homebrew, with all the caveats that comes with the practice.
It can be a difficult sell from a party or DM to convince one player to take the role of a Cleric, especially for new players that are excited to jump into combat and start killing low-level enemies. So, introducing a solid form of damage that the class can use as a cantrip can make the idea of taking what some players might assume to be a passive class into a walking force of destruction. In that case, the Hand of
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