TEXT: ©2017	Wizards	of	the	Coast	LLC	
  1	
  Unearthed	Arcana:	Warlock	&	Wizard	
  This	document	introduces	playtest	options	for	
  two	classes,	the	warlock	and	the	wizard.	
  Playtest	Material	
  The	material	here	is	presented	for	playtesting	and	to	
  spark	your	imagination.	These	game	mechanics	are	in	
  draft	form,	usable	in	your	campaign	but	not	refined	by	
  design	iterations	or	full	game	development.	They	aren’t	
  officially	part	of	the	game	and	aren’t	permitted	in	D&D	
  Adventurers	League	events.	If	they	become	official,	they	
  will	appear	in	a	book.	
  Otherworldly	Patrons	
  At	1st	level,	a	warlock	gains	the	Otherworldly	
  Patron	feature.	Here	are	new	playtest	options	for	
  that	feature:	the	Hexblade	and	the	Raven	Queen.	
  The	Hexblade	
  You	have	made	your	pact	with	a	powerful,	
  sentient	magic	weapon	carved	from	the	stuff	of	
  the	Shadowfell.	The	mighty	sword	Blackrazor	is	
  the	most	notable	of	these	weapons,	several	of	
  which	have	spread	across	the	multiverse	over	
  the	ages.	These	weapons	grow	stronger	as	they	
  consume	the	life	essence	of	their	victims.	The	
  strongest	of	them	can	use	their	ties	to	the	
  Shadowfell	to	offer	power	to	mortals	who	serve	
  them.	The	Raven	Queen	forged	the	first	of	these	
  weapons.	They,	along	with	the	hexblade	
  warlocks,	are	another	tool	she	can	use	to	
  manipulate	events	in	the	Material	Plane	to	her	
  inscrutable	ends.	
  Expanded	Spell	List	
  The	Hexblade	lets	you	choose	from	an	expanded	
  list	of	spells	when	you	learn	a	warlock	spell.	The	
  following	spells	are	added	to	the	warlock	spell	
  list	for	you.	
  Hexblade	Expanded	Spells	
  Spell	Level	
  Spells	
  1st	
  shield,	wrathful	smite	
  2nd	
  branding	smite,	magic	weapon	
  3rd	
  blink,	elemental	weapon	
  4th	
  phantasmal	killer,	staggering	smite	
  5th	
  cone	of	cold,	destructive	wave	
  Hex	Warrior	
  At	1st	level,	you	gain	proficiency	with	medium	
  armor,	shields,	and	martial	weapons.	In	addition,	
  when	attacking	with	a	melee	weapon	that	you	
  are	proficient	with	and	that	lacks	the	two-
  handed	property,	you	can	use	your	Charisma	
  modifier,	instead	of	Strength	or	Dexterity,	for	the	
  attack	and	damage	rolls.	
  Hexblade’s	Curse	
  Starting	at	1st	level,	you	gain	the	ability	to	place	
  a	baleful	curse	on	an	enemy.	As	a	bonus	action,	
  choose	one	creature	you	can	see	within	30	feet	
  of	you.	The	target	is	cursed	for	1	minute.	Until	
  the	curse	ends,	you	gain	the	following	benefits:	
  • You	gain	a	bonus	to	damage	rolls	against	the	
  cursed	target.	The	bonus	equals	your	
  proficiency	bonus.	
  • Any	attack	roll	you	make	against	the	cursed	
  target	is	a	critical	hit	on	a	roll	of	19	or	20	on	
  the	d20.	
  • If	the	cursed	target	dies,	you	regain	hit	points	
  equal	to	your	warlock	level	+	your	Charisma	
  modifier.	
  	 You	can’t	use	this	feature	again	until	you	finish	
  a	short	or	long	rest.	
  Shadow	Hound	
  Starting	at	6th	level,	your	shadow	can	split	from	
  you	and	transform	into	a	hound	of	pure	
  darkness.	Most	of	the	time,	your	shadow	hound	
  masquerades	as	your	normal	shadow.	As	a	
  bonus	action,	you	can	command	it	to	magically	
  slip	into	the	shadow	of	a	creature	you	can	see	
  within	60	feet	of	you.	While	the	shadow	hound	is	
  merged	in	this	manner,	the	target	can’t	gain	the	
  benefits	of	half	cover	or	three-quarters	cover	
  against	your	attack	rolls,	and	you	know	the	
  distance	and	direction	to	the	target	even	if	it	is	
  hidden.	The	hound	can’t	be	seen	by	anyone	but	
  you	and	those	with	truesight,	and	it	is	unaffected	
  by	light.	The	target	has	a	vague	feeling	of	dread	
  while	the	hound	is	present.	
  	 As	a	bonus	action,	you	can	command	your	
  shadow	hound	to	return	to	you.	It	also	
  automatically	returns	to	you	if	you	and	the	target	
  are	on	different	planes	of	existence,	if	you’re	
  
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  incapacitated,	or	if	dispel	magic,	remove	curse,	or	
  similar	magic	is	used	on	the	target.	
  Armor	of	Hexes	
  At	10th	level,	your	hex	grows	more	powerful.	If	
  the	target	cursed	by	your	Hexblade’s	Curse	hits	
  you	with	an	attack	roll,	roll	a	d6.	On	a	4	or	
  higher,	the	attack	instead	misses	you.	
  Master	of	Hexes	
  Starting	at	14th	level,	you	can	use	your	
  Hexblade’s	Curse	again	without	resting,	but	
  when	you	apply	it	to	a	new	target,	the	curse	
  immediately	ends	on	the	previous	target.	
  The	Raven	Queen	
  You	patron	is	the	Raven	Queen,	a	mysterious	
  being	who	rules	the	Shadowfell	from	a	palace	of	
  ice	deep	within	that	dread	realm.	The	Raven	
  Queen	watches	over	the	world,	anticipating	each	
  creature’s	death	and	ensuring	that	it	meets	its	
  end	at	the	proscribed	time	and	place.	As	the	
  ruler	of	the	Shadowfell,	she	dwells	in	a	decayed,	
  dark	reflection	of	the	world.	Her	ability	to	reach	
  into	the	world	is	limited.	Thus,	she	turns	to	
  mortal	warlocks	to	serve	her	will.	Warlocks	
  sworn	to	the	Raven	Queen	receive	visions	and	
  whispers	from	her	in	their	dreams,	sending	them	
  on	quests	and	warning	them	of	impending	
  dangers.	
  	 The	Raven	Queen’s	followers	are	expected	to	
  serve	her	will	in	the	world.	She	concerns	herself	
  with	ensuring	that	those	fated	to	die	pass	from	
  the	world	as	expected,	and	bids	her	agents	to	
  defeat	those	who	seek	to	cheat	death	through	
  undeath	or	other	imitations	of	immortality.	She	
  hates	intelligent	undead	and	expects	her	
  followers	to	strike	them	down,	whereas	
  mindless	undead	such	as	skeletons	and	zombies	
  are	little	more	than	stumbling	automatons	in	her	
  eyes.	
  Expanded	Spell	List	
  The	Raven	Queen	lets	you	choose	from	an	
  expanded	list	of	spells	when	you	learn	a	warlock	
  spell.	The	following	spells	are	added	to	the	
  warlock	spell	list	for	you.	
  Raven	Queen	Expanded	Spells	
  Spell	Level	
  Spells	
  1st	
  false	life,	sanctuary	
  2nd	
  silence,	spiritual	weapon	
  3rd	
  feign	death,	speak	with	dead	
  4th	
  ice	storm,	locate	creature	
  5th	
  commune,	cone	of	cold	
  Sentinel	Raven	
  Starting	at	1st	level,	you	gain	the	service	of	a	
  spirit	sent	by	the	Raven	Queen	to	watch	over	
  you.	The	spirit	assumes	the	form	and	game	
  statistics	of	a	raven,	and	it	always	obeys	your	
  commands,	which	you	can	give	telepathically	
  while	it	is	within	100	feet	of	you.	
  	 While	the	raven	is	perched	on	your	shoulder,	
  you	gain	darkvision	with	a	range	of	30	feet	and	a	
  bonus	to	your	passive	Wisdom	(Perception)	
  score	and	to	Wisdom	(Perception)	checks.	The	
  bonus	equals	your	Charisma	modifier.	While	
  perched	on	your	shoulder,	the	raven	can’t	be	
  targeted	by	any	attack	or	other	harmful	effect;	
  only	you	can	cast	spells	on	it;	it	can’t	take	
  damage;	and	it	is	incapacitated.	
  	 You	can	see	through	the	raven’s	eyes	and	hear	
  what	it	hears	while	it	is	within	100	feet	of	you.	
  	 In	combat,	you	roll	initiative	for	the	raven	and	
  control	how	it	acts.	If	it	is	slain	by	a	creature,	you	
  gain	advantage	on	all	attack	rolls	against	the	
  killer	for	the	next	24	hours.		
  	 The	raven	doesn’t	require	sleep.	While	it	is	
  within	100	feet	of	you,	it	can	awaken	you	from	
  sleep	as	a	bonus	action.	
  	 The	raven	vanishes	when	it	dies,	if	you	die,	or	
  if	the	two	of	you	are	separated	by	more	than	5	
  miles.	
  	 At	the	end	of	a	short	or	long	rest,	you	can	call	
  the	raven	back	to	you—no	matter	where	it	is	or	
  whether	it	died—and	it	reappears	within	5	feet	
  of	you.	
  Soul	of	the	Raven	
  At	6th	level,	you	gain	the	ability	to	merge	with	
  your	raven	spirit.	As	a	bonus	action	when	your	
  raven	is	perched	on	your	shoulder,	your	body	
  merges	with	your	raven’s	form.	While	merged,	
  you	become	Tiny,	you	replace	your	speed	with	
  the	raven’s,	and	you	can	use	your	action	only	to	
  Dash,	Disengage,	Dodge,	Help,	Hide,	or	Search.	
  During	this	time,	you	gain	the	benefits	of	your	
  raven	being	perched	on	your	shoulder.	As	an	
  action,	you	and	the	raven	return	to	normal.	
  
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  Raven’s	Shield	
  At	10th	level,	the	Raven	Queen	grants	you	a	
  protective	blessing.	You	gain	advantage	on	death	
  saving	throws,	immunity	to	the	frightened	
  condition,	and	resistance	to	necrotic	damage.	
  Queen’s	Right	Hand	
  Starting	at	14th	level,	you	can	channel	the	Raven	
  Queen’s	power	to	slay	a	creature.	You	can	cast	
  finger	of	death.	After	you	cast	the	spell	with	this	
  feature,	you	can’t	do	so	again	until	you	finish	a	
  long	rest.	
  Eldritch	Invocations	
  At	2nd	level,	a	warlock	gains	the	Eldritch	
  Invocations	feature.	Here	are	new	playtest	
  options	for	that	feature.	
  	 Many	of	these	new	invocations	are	tied	to	a	
  patron,	allowing	you	to	strengthen	the	bond	
  between	your	warlock	and	an	otherworldly	
  patron.	
  	 Two	of	the	invocations	are	associated	with	the	
  Seeker,	a	patron	that	appeared	in	another	
  installment	of	Unearthed	Arcana.	
  Aspect	of	the	Moon	
  Prerequisite:	The	Archfey	patron	
  You	have	gained	the	Maiden	of	the	Moon’s	favor.	
  You	no	longer	need	to	sleep	and	can’t	be	forced	
  to	sleep	by	any	means.	To	gain	the	benefits	of	a	
  long	rest,	you	can	spend	all	8	hours	doing	light	
  activity,	such	as	reading	and	keeping	watch.	
  Burning	Hex	
  Prerequisite:	The	Hexblade	patron	
  As	a	bonus	action,	you	cause	a	target	cursed	by	
  your	Hexblade’s	Curse	to	take	fire	damage	equal	
  to	your	Charisma	modifier	(minimum	of	1).	
  Caiphon’s	Beacon	
  Prerequisite:	The	Great	Old	One	patron	
  The	purple	star	Caiphon	is	the	doom	of	
  inexperienced	mariners.	Those	who	use	its	
  deceptive	light	to	guide	their	travels	invariably	
  come	to	ruin.	You	gain	proficiency	in	the	
  Deception	and	Stealth	skills,	and	you	have	
  advantage	on	attack	rolls	against	charmed	
  creatures.	
  Chilling	Hex	
  Prerequisite:	The	Hexblade	patron	
  As	a	bonus	action,	you	cause	frost	to	swirl	
  around	a	target	cursed	by	your	Hexblade’s	Curse,	
  dealing	cold	damage	to	each	of	your	enemies	
  within	5	feet	of	the	target.	The	cold	damage	
  equals	your	Charisma	modifier	(minimum	of	1).	
  Chronicle	of	the	Raven	Queen	
  Prerequisite:	Raven	Queen	patron,	Pact	of	the	
  Tome	feature	
  You	can	place	a	corpse’s	hand	or	similar	
  appendage	on	your	Book	of	Shadows	and	ask	
  one	question	aloud.	After	1	minute,	the	answer	
  appears	written	in	blood	in	your	book.	The	
  answer	is	provided	by	the	dead	creature’s	spirit	
  to	the	best	of	its	knowledge	and	is	translated	
  into	a	language	of	your	choice.	You	must	use	this	
  ability	within	1	minute	of	a	creature’s	death,	and	
  a	given	creature	can	only	be	asked	one	question	
  in	this	manner.	
  Claw	of	Acamar	
  Prerequisite:	The	Great	Old	One	patron,	Pact	of	
  the	Blade	feature		
  You	can	create	a	black,	lead	flail	using	your	Pact	
  of	the	Blade	feature.	The	flail’s	head	is	sculpted	
  to	resemble	a	pair	of	grasping	tentacles.	The	
  weapon	has	the	reach	property.	When	you	hit	a	
  creature	with	it,	you	can	expend	a	spell	slot	to	
  deal	an	additional	2d8	necrotic	damage	to	the	
  target	per	spell	level,	and	you	can	reduce	the	
  creature’s	speed	to	0	feet	until	the	end	of	your	
  next	turn.	
  Cloak	of	Baalzebul	
  Prerequisite:	The	Fiend	patron	
  As	a	bonus	action,	you	can	conjure	a	swarm	of	
  buzzing	flies	around	you.	The	swarm	grants	you	
  advantage	on	Charisma	(Intimidation)	checks	
  but	disadvantage	on	all	other	Charisma	checks.	
  In	addition,	a	creature	that	starts	its	turn	within	
  5	feet	of	you	takes	poison	damage	equal	to	your	
  Charisma	modifier.	You	can	dismiss	the	swarm	
  with	another	bonus	action.	
  
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  4	
  Curse	Bringer	
  Prerequisite:	The	Hexblade	patron,	Pact	of	the	
  Blade	feature		
  You	can	create	a	greatsword	forged	from	silver,	
  with	black	runes	etched	into	its	blade,	using	your	
  Pact	of	the	Blade	feature.	If	you	reduce	a	target	
  cursed	by	your	Hexblade’s	Curse	to	0	hit	points	
  with	this	sword,	you	can	immediately	change	the	
  target	of	the	curse	to	a	different	creature.	This	
  change	doesn’t	extend	the	curse’s	duration.	
  	 When	you	hit	a	creature	with	this	weapon,	you	
  can	expend	a	spell	slot	to	deal	an	additional	2d8	
  slashing	damage	to	the	target	per	spell	level,	and	
  you	can	reduce	the	creature’s	speed	to	0	feet	
  until	the	end	of	your	next	turn.	
  Kiss	of	Mephistopheles	
  Prerequisite:	5th	level,	the	Fiend	patron,	eldritch	
  blast	cantrip	
  You	can	channel	the	fires	of	Mephistopheles	
  through	your	eldritch	blast.	When	you	hit	a	
  creature	with	that	cantrip,	you	can	cast	fireball	
  as	a	bonus	action	using	a	warlock	spell	slot.	
  However,	the	spell	must	be	centered	on	a	
  creature	you	hit	with	eldritch	blast.	
  Frost	Lance	
  Prerequisite:	The	Archfey	patron,	eldritch	blast	
  cantrip	
  You	draw	on	the	gifts	of	the	Prince	of	Frost	to	
  trap	your	enemies	in	ice.	When	you	hit	a	
  creature	with	your	eldritch	blast	cantrip	one	or	
  more	times	on	your	turn,	you	can	reduce	that	
  creature’s	speed	by	10	feet	until	the	end	of	your	
  next	turn.	
  Gaze	of	Khirad	
  Prerequisite:	7th	level,	the	Great	Old	One	patron	
  You	gain	the	piercing	gaze	of	the	blue	star	
  Khirad.	As	an	action,	you	can	see	through	solid	
  objects	to	a	range	of	30	feet	until	the	end	of	the	
  current	turn.	During	that	time,	you	perceive	
  objects	as	ghostly,	transparent	images.	
  Grasp	of	Hadar	
  Prerequisite:	The	Great	Old	One	patron,	eldritch	
  blast	cantrip	
  Once	during	your	turn	when	you	hit	a	creature	
  with	your	eldritch	blast	cantrip,	you	can	move	
  that	creature	in	a	straight	line	10	feet	closer	to	
  yourself.	
  Green	Lord’s	Gift	
  Prerequisite:	The	Archfey	patron	
  The	Green	Lord	oversees	a	verdant	realm	of	
  everlasting	summer.	Your	soul	is	linked	to	his	
  power.	Whenever	you	regain	hit	points,	you	treat	
  any	dice	rolled	to	determine	the	hit	points	you	
  regain	as	having	rolled	their	maximum	value.	
  Improved	Pact	Weapon	
  Prerequisite:	5th	level,	Pact	of	the	Blade	feature	
  Any	weapon	you	create	using	your	Pact	of	the	
  Blade	feature	is	a	+1	weapon.	This	invocation	
  doesn’t	affect	a	magic	weapon	you	transformed	
  into	your	pact	weapon.	
  Mace	of	Dispater	
  Prerequisite:	The	Fiend	patron,	Pact	of	the	Blade	
  feature	
  When	you	create	your	pact	weapon	as	a	mace,	it	
  manifests	as	an	iron	mace	forged	in	Dis,	the	
  second	of	the	Nine	Hells.	When	you	hit	a	creature	
  with	it,	you	can	expend	a	spell	slot	to	deal	an	
  additional	2d8	force	damage	to	the	target	per	
  spell	level,	and	you	can	knock	the	target	prone	if	
  it	is	Huge	or	smaller.	
  Moon	Bow	
  Prerequisite:	The	Archfey	patron,	Pact	of	the	
  Blade	feature		
  You	can	create	a	longbow	using	your	Pact	of	the	
  Blade	feature.	When	you	draw	back	its	string	
  and	fire,	it	creates	an	arrow	of	white	wood,	
  which	vanishes	after	1	minute.	You	have	
  advantage	on	attack	rolls	against	lycanthropes	
  with	the	bow.	When	you	hit	a	creature	with	it,	
  you	can	expend	a	spell	slot	to	deal	an	additional	
  2d8	radiant	damage	to	the	target	per	spell	level.	
  Path	of	the	Seeker	
  Prerequisite:	The	Seeker	patron	
  The	Seeker	bids	you	to	travel	in	search	of	
  knowledge,	and	little	can	prevent	you	from	
  waling	this	path.	You	ignore	difficult	terrain,	
  have	advantage	on	all	checks	to	escape	a	grapple,	
  manacles,	or	rope	bindings,	and	advantage	on	
  saving	throws	against	being	paralyzed.	
  
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  5	
  Raven	Queen’s	Blessing	
  Prerequisite:	Raven	Queen	patron,	eldritch	blast	
  cantrip	
  When	you	score	a	critical	hit	with	your	eldritch	
  blast	cantrip,	pick	yourself	or	an	ally	you	can	see	
  within	30	feet	of	you.	The	chosen	creature	can	
  immediately	expend	a	Hit	Die	to	regain	hit	points	
  equal	to	the	roll	+	the	creature’s	Constitution	
  modifier	(minimum	of	1	hit	point).	
  Relentless	Hex	
  Prerequisite:	5th	level,	the	Hexblade	patron	
  Your	Hexblade’s	Curse	creates	a	temporary	bond	
  between	you	and	your	target.	As	a	bonus	action,	
  you	can	magically	teleport	to	a	space	you	can	see	
  within	5	feet	of	the	target	cursed	by	your	
  Hexblade’s	Curse.	To	do	so,	you	must	be	able	to	
  see	the	target	and	must	be	within	30	feet	of	it.	
  Sea	Twins’	Gift	
  Prerequisite:	The	Archfey	patron	
  The	Sea	Twins	rule	seas	in	the	Feywild.	Their	gift	
  allows	you	to	travel	through	water	with	ease.	
  You	can	breathe	underwater,	and	you	gain	a	
  swimming	speed	equal	to	your	walking	speed.	
  	 You	can	also	cast	water	breathing	using	a	
  warlock	spell	slot.	Once	you	cast	it	using	this	
  invocation,	you	can’t	do	so	again	until	you	finish	
  a	long	rest.	
  Seeker’s	Speech	
  Prerequisite:	The	Seeker	patron	
  Your	quest	for	knowledge	allows	you	to	master	
  any	spoken	language.	When	you	complete	a	long	
  rest,	you	can	pick	two	languages.	You	gain	the	
  ability	to	speak,	read,	and	write	the	chosen	
  languages	until	you	finish	your	next	long	rest.	
  Shroud	of	Ulban	
  Prerequisite:	18th	level,	the	Great	Old	One	patron	
  The	blue-white	star	Ulban	maintains	a	fickle	
  presence	among	the	stars,	fluttering	into	view	
  only	to	herald	a	dire	omen.	As	an	action,	you	can	
  turn	invisible	for	1	minute.	If	you	attack,	deal	
  damage,	or	force	a	creature	to	make	a	saving	
  throw,	you	become	visible	at	the	end	of	the	
  current	turn.	
  Superior	Pact	Weapon	
  Prerequisite:	9th	level,	Pact	of	the	Blade	feature		
  Any	weapon	you	create	using	your	Pact	of	the	
  Blade	feature	is	a	+2	weapon.	This	invocation	
  doesn’t	affect	a	magic	weapon	you	transformed	
  into	your	pact	weapon.	
  Tomb	of	Levistus	
  Prerequisite:	The	Fiend	patron	
  As	a	reaction	when	you	take	damage,	you	can	
  entomb	yourself	in	ice,	which	melts	away	at	the	
  end	of	your	next	turn.	You	gain	10	temporary	hit	
  points	per	warlock	level,	which	take	as	much	of	
  the	triggering	damage	as	possible.	You	also	gain	
  vulnerability	to	fire	damage,	your	speed	drops	to	
  0,	and	you	are	incapacitated.	All	of	these	effects	
  end	when	the	ice	melts.	
  	 Once	you	use	this	invocation,	you	can’t	use	it	
  again	until	you	finish	a	short	or	long	rest.	
  Ultimate	Pact	Weapon	
  Prerequisite:	15th	level,	Pact	of	the	Blade	feature	
  Any	weapon	you	create	using	your	Pact	of	the	
  Blade	feature	is	a	+3	weapon.	This	invocation	
  doesn’t	affect	a	magic	weapon	you	transformed	
  into	your	pact	weapon.	
  Arcane	Tradition	
  At	2nd	level,	a	wizard	gains	the	Arcane	Tradition	
  feature.	Here	is	a	new	playtest	option	for	that	
  feature:	Lore	Mastery.	
  Lore	Mastery	
  Lore	Mastery	is	an	arcane	tradition	fixated	on	
  understanding	the	underlying	mechanics	of	
  magic.	It	is	the	most	academic	of	all	arcane	
  traditions.	The	promise	of	uncovering	new	
  knowledge	or	proving	(or	discrediting)	a	theory	
  of	magic	is	usually	required	to	rouse	its	
  practitioners	from	their	laboratories,	academies,	
  and	archives	to	pursue	a	life	of	adventure.	
  	 Known	as	savants,	followers	of	this	tradition	
  are	a	bookish	lot	who	see	beauty	and	mystery	in	
  the	application	of	magic.	The	results	of	a	spell	
  are	less	interesting	to	them	than	the	process	that	
  creates	it.	Some	savants	take	a	haughty	attitude	
  toward	those	who	follow	a	tradition	focused	on	a	
  single	school	of	magic,	seeing	them	as	provincial	
  and	lacking	the	sophistication	needed	to	master	
  true	magic.	Other	savants	are	generous	teachers,	
  
  ©2017	Wizards	of	the	Coast	LLC	
  6	
  countering	ignorance	and	deception	with	deep	
  knowledge	and	good	humor.	
  Lore	Master	
  Starting	at	2nd	level,	you	become	a	compendium	
  of	knowledge	on	a	vast	array	of	topics.	Your	
  proficiency	bonus	is	doubled	for	any	ability	
  check	you	make	that	uses	the	Arcana,	History,	
  Nature,	or	Religion	skill	if	you	are	proficient	in	
  that	skill.	
  	 In	addition,	your	analytical	abilities	are	so	
  well-honed	that	your	initiative	in	combat	can	be	
  driven	by	mental	agility,	rather	than	physical	
  agility.	When	you	roll	initiative,	it	is	either	an	
  Intelligence	check	or	a	Dexterity	check	for	you	
  (your	choice).	
  Spell	Secrets	
  At	2nd	level,	you	master	the	first	in	a	series	of	
  arcane	secrets	uncovered	by	your	extensive	
  studies.	
  	 When	you	cast	a	spell	with	a	spell	slot	and	the	
  spell	deals	acid,	cold,	fire,	force,	lightning,	
  necrotic,	radiant,	or	thunder	damage,	you	can	
  substitute	that	damage	type	with	one	other	type	
  from	that	list	(you	can	change	only	one	damage	
  type	per	casting	of	a	spell).	You	replace	one	
  energy	type	for	another	by	altering	the	spell’s	
  formula	as	you	cast	it.	
  	 When	you	cast	a	spell	with	a	spell	slot	and	the	
  spell	requires	a	saving	throw,	you	can	change	the	
  saving	throw	from	one	ability	score	to	another	of	
  your	choice.	Once	you	change	a	saving	throw	in	
  this	way,	you	can’t	do	so	again	until	you	finish	a	
  short	or	long	rest.	
  Altering	Spells	
  While	the	Spell	Secrets	feature	offers	increased	
  versatility,	at	the	table	its	effects	can	be	difficult	to	spot	
  by	the	other	players.	If	you’re	playing	a	savant,	take	a	
  moment	to	describe	how	you	alter	your	spells.	Think	of	
  a	signature	change	your	character	is	particularly	proud	
  of.	Be	inventive,	and	make	the	game	more	fun	for	
  everyone	by	playing	up	the	sudden,	unexpected	tricks	
  you	character	can	employ.	For	example,	a	fireball	
  transformed	to	require	a	Strength	save	might	become	a	
  sphere	of	burning	rock	that	shatters	and	slams	into	its	
  target.	A	charm	person	that	requires	a	Constitution	save	
  might	take	the	form	of	a	vaporous	narcotic	that	alters	
  the	target’s	mood.	
  Alchemical	Casting	
  At	6th	level,	you	learn	to	augment	spells	in	a	
  variety	of	ways.	When	you	cast	a	spell	with	a	
  spell	slot,	you	can	expend	one	additional	spell	
  slot	to	augment	its	effects	for	this	casting,	mixing	
  the	raw	stuff	of	magic	into	your	spell	to	amplify	
  it.	The	effect	depends	on	the	spell	slot	you	
  expend.	
  	 An	additional	1st-level	spell	slot	can	increase	
  the	spell’s	raw	force.	If	you	roll	damage	for	the	
  spell	when	you	cast	it,	increase	the	damage	
  against	every	target	by	2d10	force	damage.	If	the	
  spell	can	deal	damage	on	more	than	one	turn,	it	
  deals	this	extra	force	damage	only	on	the	turn	
  you	cast	the	spell.	
  	 An	additional	2nd-level	spell	slot	can	
  increase	the	spell’s	range.	If	the	spell’s	range	is	at	
  least	30	feet,	it	becomes	1	mile.	
  	 An	additional	3rd-level	spell	slot	can	increase	
  the	spell’s	potency.	Increase	the	spell’s	save	DC	
  by	2.	
  Prodigious	Memory	
  At	10th	level,	you	have	attained	a	greater	
  mastery	of	spell	preparation.	As	a	bonus	action,	
  you	can	replace	one	spell	you	have	prepared	
  with	another	spell	from	your	spellbook.	You	
  can’t	use	this	feature	again	until	you	finish	a	
  short	or	long	rest.	
  Master	of	Magic	
  At	14th	level,	your	knowledge	of	magic	allows	
  you	to	duplicate	almost	any	spell.	As	a	bonus	
  action,	you	can	call	to	mind	the	ability	to	cast	one	
  spell	of	your	choice	from	any	class’s	spell	list.	
  The	spell	must	be	of	a	level	for	which	you	have	
  spell	slots,	you	mustn’t	have	it	prepared,	and	you	
  follow	the	normal	rules	for	casting	it,	including	
  expending	a	spell	slot.	If	the	spell	isn’t	a	wizard	
  spell,	it	counts	as	a	wizard	spell	when	you	cast	it.	
  The	ability	to	cast	the	spell	vanishes	from	your	
  mind	when	you	cast	it	or	when	the	current	turn	
  ends.	
  	 You	can’t	use	this	feature	again	until	you	finish	
  a	long	rest.	
  	
  	
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA30 - Warlock & Wizard.pdf