The third and final of the new Underdark UA's subclass options, we're once again dealing with the culture of Deep Imskara and their magical "Unlight." Like the other two, this subclass has a flavor table to roll on, here detailing how you learned this magic (which seems to assume you're not from Deep Imskara).
As always, Wizards are such a powerful class because of their unparalleled spell list, so your subclass often adds just a bit of gravy on top, but let's see how we feel about this particular gravy.
Level 3:
Unlight Adept:
When you cast a spell that deals Acid, Cold, Fire, Lightning, or Thunder damage, you can change that damage to Radiant. Additionally, dim light created by your spells creates bright light instead.
The latter part is not super important, though if your DM actually remembers that dim light gives disadvantage on perception checks to see (remember that even people with Darkvision might have a need for some form of light) it could be marginally helpful. The damage type switch, though, is quite good: radiant is among the most reliable damage types in the game, and being able to swap all the regular elemental damage types into that means that anything from Fireball to Lightning Bolt to Tasha's Caustic Brew can be swapped to a different type if you are worried about resistances or immunities. (As a Scribes Wizard, I often plan around having certain "good damage types" at each spell level, but here you just have this feature and are basically covered).
Unlight Invigoration:
As a bonus action, you can choose a willing creature within 30 feet of you that you can see and roll one or two of your hit dice (er... hit point dice. That's a 5.5ism that I haven't gotten used to). You expend the dice and the target gains Temp HP equal to the roll's total plus your Intelligence modifier, and until they have no Temp HP, they have advantage on Strength checks and shed bright light in a 10-foot radius.
I don't totally understand the reasoning behind the Strength advantage, but this is kind of interesting: if you think about it, you've probably got higher Int than Con, so if you just spend one die, it might be more effective than healing up on a short rest with that hit die. It's less hit-point-die efficient if you roll 2, but if you quickly need a bit of THP, this can help out. The advantage on Strength could be good to throw on a Fighter or Paladin (or Barbarian who doesn't want to use up all their Rages,) which could actually be great when in exploration mode because as long as they don't take damage, they'll keep that advantage basically until they finish a long rest.
Level 6:
Unlight Restoration:
As a bonus action, choose a creature you can see within 30 feet and roll one or two of your hit point dice, expending them. The target regains HP equal to the total rolled and sheds bright light in a 10-foot radius until the end of their next turn.
If you expended two dice, you can choose to end either the Blinded, Deafened, Paralyzed, or Poisoned condition instead of healing them.
So, this is interesting. Arguably, the healing is a worse choice than the temp HP from Unlight Invigoration unless they're already unconscious (or at higher levels, if you're trying to top people up to protect them from things like Power Word Kill) because it's slightly lower in total than the Temp HP. But again, this can pop friends up from unconsciousness, and while you're tapping into your own potential healing on short rests, the fact that you have a number of d6s equal to your level could actually mean that this keeps your party going quite a while. Wizards rarely get the ability to heal at all.
Level 10:
Secrets of Deep Imaskar:
You gain the following:
Imaskarcana Lore: You can attune yourself to a magic item as a Magic action once per long rest.
This is fun, but very marginal. It just lets you pretty much start using an attunement item the moment you find it, but after that point, but this is not something you'll be doing every day.
Piercing Unlight: Your spells ignore resistance to radiant damage.
While this is cool given that you can make nearly all of your spells do radiant damage, it's also pretty rare, I think, that you encounter monsters with radiant resistance (which is part of what makes that Unlight Adept feature good).
Imaskar Seals: You always have Glyph of Warding prepared and can cast it once per long rest without a spell slot. When you cast it this way, you don't need material components, and you cast the spell as if you were using a spell slot equal to the highest Wizard spell slot you have. Any previous glyph created htis way is broken and that spell is ended without triggering.
This, actually, is pretty nutso. While Glyph of Warding isn't the easiest spell to use offensively, let's just bear in mind that this can eventually give you a second 9th level spell every day. I'm assuming the intent is that even if you multiclass with a pure caster, this is really meant to be cast at the highest level of Wizard spell you can learn (so if you were, say, 13/7 Wizard/Psion, you'd have a 9th level slot but would only be able to learn up to 7th level spells, so I'd assume this would be the level you could cast the free glyph at, but I could be wrong).
Level 14:
Doom of Unlight:
When a creature takes Radiant damage from a spell you cast, you can use a reaction to curse the creature with Unlight. The creature makes a Con save against your spell save DC, and is cursed on a failure. Until the curse ends, they suffer the following:
The target emits bright light out to 20 feet.
Attack rolls against the target hav advantage.
At the start of each of the target's turns, they take radiant damage equal to your character level.
The target has advantage on Strength checks and melee attack rolls.
If the target hits another creature with a melee attack, they can repeate the Con save, ending the curse on a success.
If the target is reduced to 0 hp, it explodes. Roll d8s equal to half your character level, and each creature in a 10-foot emanation around the target takes radiant damage equal to the total rolled.
Once you attempt to curse a creature this way, you can't do so again until you finish a long rest or expend a 6th level spell slot (expending taking no action).
Boy, this is crazy. So, first off, there's no range on this. I don't know if we could know that a creature took this from our Glyph of Warding, but that seems ideal. The thing that's so strange about this curse is that it creates, sure, big problems for the creature (taking our character level - not wizard level, so if we put those last 6 levels into something else, it should still do 20 - damage every turn will be enough to melt a lot of creatures if they can't get uncursed,) but the curse also buffs them with advantage on their attacks, so it's a real gamble.
I'm a little skeptical here: 5E subclasses typically don't come with downsides to their abilities (the exception being the Wild Magic Sorcerer, though that became, I believe, less risky in 5.5), and the game is balanced around assuming that the dangers come more from monsters and environments. I think all in all this is probably going to be worse for your foe than it is for the party, but the fact that there's even a question that that might not be the case makes this run counter to established design conventions.
Overall Thoughts:
I think that, of the three subclasses presented here, this one feels the most likely to actually see play. Not knowing much about the lore being related here (and possibly established; I don't know if Deep Imskara is a new thing or not) I can't really get a feel for the "vibe" of this or the Barbarian subclass.
Using hit point dice as a resource is a cool idea, though one we saw in one of the Dark Sun playtest options as well. I believe Grim Hollow also had some Blood Magic spells that work this way, but that's third party.
Anyway, that's it for subclasses. Last we just have the Path of Ceremorphosis feats.
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