The three arcane caster classes in Dungeons & Dragons, Warlock, Wizard, and Sorcerer, are some of the most popular jobs in the game due to their different ways of bending reality to their will. All three spell scrolls have just been revamped in the new Unearthed Arcana article for D&D 5E, with exclusive new spells that drastically improve each class and help them expand their powers in exciting ways.
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D&D’s warlock turned pact boons into powerful cantrips
In the new Unearthed Arcana for D&D article available on D&D Beyond, Warlocks now select their subclass at level 3, but receive their Covenant Boon at level 1. The three Covenant Boons from the Player Guide have now been merged with Covenant in Cantrips converted of the tome replaced by book of shadowsPact of the Blade replaced by pact weaponand Pact of Chain replaced by pact known. This is coupled with the fact that Warlocks are getting it now eerie explosion And hex free, as well as two level 1 spells and two cantrips.
book of shadows is the ideal choice for spell-focused warlocks as it gives them even more magic, with two additional cantrips and two ritual spells from one of the three class spell lists. Once the caster reaches level 5, they add their spell modifier to their cantrips, eliminating the need to take the Agonizing Blast Invocation provided they’re willing to wait a few levels for it to take effect.
pact weapon is perfect for warrior warlocks, especially since the class now gains medium armor knowledge. This cantrip summons a magical melee weapon with an attack/damage bonus equal to the caster’s spellcasting modifier rather than strength or dexterity, grants them proficiency with the weapon if they lack it, and grants the weapon the trait of Return. This is a massive improvement over Pact of the Blade and a major boon for the next iteration of the Hexblade subclass.
Pact Familiar is superior to Pact of the Chain in every respect. This cantrip summons a creature that grows stronger as the warlock levels up, can fight alone in combat, gets stronger as it levels up, and can share senses with its master. It’s like giving the Warlock a Pokemon of his own that gets stronger as the game progresses, instead of becoming useless after a few levels.
The Wizard of D&D can now create their own spells
In Unearthed Arcana, the Wizard has received four new exclusive spells: create spells, memorize magic, change spell, And scroll. Of those four scroll is the least interesting, as it simply turns a former class feature into a spell. In the meantime, memorize magic lets the caster swap out some of their repertoire, but it’s most useful as a ritual, so there’s not always time to use it without burning up slots.
The most interesting newcomer of all Unearthed Arcana item is change spell, which allows the caster to change the restrictions of a stored spell. This includes changing component requirements (other than those that cost money), whether concentration is required, changing the damage type, increasing range, applying the ritual tag to spells with a ten-minute cast time, or making sure using only the spell affects your allies or your enemies.
There are all sorts of amazing options to choose from change spell. Are you fighting a group of fire immune devils? It’s your turn fireball into a ice ball. Do you want to eject one confusion but don’t want your allies to hit each other? Change it to only affect your enemies. want to pour Festival of Heroes without burning a level 6 spell slot? Give him the ritual tag.
Some of these effects are similar to those created by the caster’s Metamagic ability, but casters can use them create spells to make the effect permanent and add it to her spell book. This process is not cheap, costing 1000 gold per level of the spell, but once written into the book it is permanent and the caster can remember it without having to alter the spell Curse. This will give mid to high level casters unprecedented flexibility with their casting options.
D&D’s wizards can crush enemies with pure elemental chaos
The Unearthed Arcana version of the Wizard gains exclusive spells that magical eruption Cantrip and chaos bolt level 1 spell, Enchanting vitality at level 5, arcane eruption at level 7 and sorcery incarnate at level 9. All of these are part of the class itself, and the player does not have to use any of the caster’s limited spells to select them.
Magical eruption is a ranged attack that deals 1d6 damage, which isn’t great on its own, but the player can choose any element except Might, Necrotic, or Radiant when using it, and if they roll a 6 on the damage dice, then they can Roll another 1d6, and they can keep rolling as long as they keep getting 6s. This cantrip adds more damage dice as the caster levels up, giving them more chances to roll a 6 and keep the damage turn going.
chaos bolt is a level 1 spell similar to magical eruption, since it’s a ranged attack that deals 2d8 + 1d6 damage, where the number on the d8s determines the type of elemental damage. If the player rolls the same number twice on the W8s, then chaos bolt can attack another target within 30ft, potentially hitting someone else if the same numbers are rolled again. chaos bolt is not quite as good as magic bolt, as it requires more attack rolls and the need to roll two of the same number twice, making it a riskier prospect, especially since it requires a spell slot to cast. The risk factor is not worth it compared to the reliability magic rocketbut at least it’s a free addition to the list.
Enchanting vitality is a level 3 spell that may not seem like much on the surface since it heals the caster for 2d6 + Charisma modifier. This spell is so good because it also removes the blinded, deafened, and poisoned conditions, which are incredibly annoying and can ruin a caster’s day. However, Enchanting Vitality should probably be a bonus action spell, since the healing amount is a bit low for the spell’s level and the fact that it requires an action to cast. It’s still a great spell, but giving the caster the ability to cast a cantrip would make it more appealing.
Arcane Eruption is a level 4 spell that allows the player to choose from the same elemental damage types as magical eruption, Creates a 20-foot sphere that hits those within 6d6 damage or half a Constitution saving throw. This spell is powerful because it can inflict one of six status effects, each tied to a number on a d6. There is a chance for this spell to incapacitate, blind, or enchant an opponent for a turn, which can be devastatingly powerful if used at the right time.
Embodied Magic is a level 5 spell that returns 1d4 sorcery points spent, grants advantage on spell attack rolls, allows the caster to use two metamagic options on a spell, and requires only one bonus action to cast. This is a perfect boss fight spell as it gives the character the ability to go all out for a short time and burn sorcery points to bolster their spells with multiple metamagic upgrades as long as they can focus on the spell.
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The three classes of arcane spellcaster have all been improved in different ways. The Wizard has received some of the Wizard’s spell customization options, the Warlock has better tools to fulfill their chosen role in the party, and the Wizard has more combat spells built into the class, allowing the player to branch out a little more with their other magical ones Decisions. These upgrades will likely be tweaked before they appear in the next Player’s Handbook in 2024, so players wanting to see these classes change must be prepared to fill out the feedback polls and send them to Wizards of the Coast.