Overview
Hey newbie caster, Disintegrate is a solid Good pick in your 6th-level spellbook—think of it as the nuclear option for deleting one high-threat target or busting magical barriers. A DEX save for 10d6+40 force damage (average 75, max 100) that turns failures at 0 HP into unrevivable dust piles (only true resurrection or wish brings 'em back). Auto-destroys Large-or-smaller nonmagical objects or force creations like Wall of Force, making it a swiss army knife for bosses, constructs, and DM cheese counters. But at level 11+, that 6th slot competes with crowd control like Chain Lightning, so reserve it for high-impact solos. Veterans love it for closing out fights permanently, but misplay it on minions and you're out a precious resource.
Stat Block
| Property | Value |
|---|---|
| Level | 6 |
| School | Transmutation |
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S, M |
| Material | A lodestone and a pinch of dust. |
| Duration | Instantaneous |
| Concentration | No |
| Ritual | No |
| Save/Attack | DEX |
| Classes | Sorcerer, Wizard |
When NOT to Use This
- •Facing 3+ enemies—Chain Lightning spreads 75x2 better.
- •Target has Evasion or Legendary DEX proficiency.
- •In melee scrums where AoE risks allies.
- •Against undead liches with phylacteries (dust irrelevant).
- •Low-resource games pre-level 11 (better slots elsewhere).
- •Anti-magic or dispel-heavy encounters.
Spell Slot Efficiency
| Metric | Assessment |
|---|---|
| Slot Efficiency | High for deletion value—75 avg dmg + no-revive beats raw DPR. |
| Action Economy | Excellent |
| Opportunity Cost | Chain Lightning (same level, 140 AoE dmg) or Mass Suggestion (control). |
When worth the slot: High-HP single boss (150+ HP), force barriers, or constructs.
When NOT worth the slot: Minions, DEX-proficient foes, or multi-target fights.
Pro Tips (Veteran Secrets)
Tip #1: Target the spellcaster first—disintegrate their spellbook carrier gear survives, but they don't.
Why veterans know this: Wizards hoard action economy; deleting the BBEG caster mid-ritual saves TPKs.
This avoids the mistake of: Newbies hit fighters; casters control fights.
Tip #2: Use on Wall of Force domes to free trapped allies instantly.
Why veterans know this: DMs love force cheese; this counters without siege weapons.
This avoids the mistake of: Melee attacks bounce off—wastes turns.
Tip #3: Upcast to 9th for 22d6+40 (avg 117 dmg) against ancient dragons.
Why veterans know this: Slot math: 6th avg75, 9th +18d6=63 more for 2 extra levels.
This avoids the mistake of: Sticking to base vs epic threats.
Tip #4: Contingency: Disintegrate self if polymorphed by enemy.
Why veterans know this: Escape hatch for bad baleful polymorphs.
This avoids the mistake of: No backup for transmutation fails.
Common Mistakes to Avoid
Casting on groups hoping for splash.
Why it's bad: Strict single-target; wastes 6th slot vs AoE options.
Do this instead: Save for solos; Fireball crowds.
Targeting magic weapons or heavily attuned foes.
Why it's bad: Items immune, so no loot loss but suboptimal damage.
Do this instead: Confirm non-magic carriers or objects.
Ignoring upcasting for big HP pools.
Why it's bad: Base 75 rarely one-shots CR15+; leaves revivable corpse.
Do this instead: 7th+ slot for dust guarantee.
Forgetting visibility requirement.
Why it's bad: Ray needs line of effect to seen target; blindsides fail.
Do this instead: Faerie Fire or See Invisibility first.
Usage Tips
- •Prioritize targets with low DEX saves or no Legendary Resistance left; average 75 damage often finishes wounded bosses.
- •Use on objects like animated armors or force walls to bypass immunities—saves tons of siege damage.
- •Upcast only if facing 150+ HP tanks; base version handles most CR 11-13 solos.
- •Pair with Haste for action advantage, casting on your accelerated turn to nuke before retaliation.
- •Invisibility or True Seeing ensures you see hidden targets; don't waste on guessed positions.
Rules Notes
- •On a failed save, 10d6 + 40 force damage; if reduced to 0 HP, disintegrated to dust except magic items which survive intact.
- •Automatically disintegrates Large or smaller nonmagical objects or magical force creations; Huge+ targets lose a 10-foot cube.
- •Upcasting adds 3d6 damage per slot level above 6th (e.g., 7th slot: 13d6+40, avg 88.5).
- •Disintegrated creatures require true resurrection or wish; no raise dead or resurrection works on dust.
- •Target must be visible within 60 feet; ray springs to it.
- •Magic items are unaffected even if carried by disintegrated creature.
Synergies
- •Combines with Forcecage to trap then disintegrate the contents, as it destroys the force cage itself if targeted.
- •True Seeing lets you hit invisible demons or phased enemies reliably.
- •Follows debuffs like Slow (lowers DEX) or Ray of Sickness for poisoned disadvantage on saves.
- •Synergizes with Contingency (trigger Disintegrate on HP drop) for self-delete protection.
- •Wall of Stone setups bait enemies into enclosed spaces for guaranteed single-target zaps.
Anti-Patterns
- •Avoid in anti-magic fields—spell fails completely, wasting the slot.
- •Don't cast against swarms or minions; 75 single-target damage underperforms AoE like Chain Lightning's 140 spread.
- •Skip if target has advantage on DEX saves (Evasion rogues shine here).
- •Never target primarily magic item carriers expecting loot destruction—they survive.
- •Poor choice against flying or mobile foes outside 60 feet; lacks reach compared to Meteor Swarm.
Tactical Modules
- •Boss Finisher — When to use: Enemy at 75 HP or less after party damage, no revives available.. Synergy: After Banishment fails or debuffs strip defenses; permanent kill denies boss phases.
- •Object Shredder — When to use: Facing Wall of Force, Bigby's Hand, or animated objects blocking path.. Synergy: Combines with Dimension Door for repositioning, then auto-delete barriers.
- •Construct Hunter — When to use: Golems or modrons with force resistance but poor DEX.. Synergy: Post-Greater Invisibility for surprise, ensuring first strike.
- •Upcast Nuke — When to use: Solo CR 16+ with 200+ HP, party low on resources.. Synergy: With Sorcerer's Twinned Haste on allies for setup turns.
Countermeasures
- •Threat: Legendary Resistance boss with 3 charges left — Response: Bait resistances with cantrips first, then Disintegrate on depleted.. Fallback: Pivot to Chain Lightning for multi-hit pressure.
- •Threat: Evasion rogue or monk spamming DEX saves — Response: Debuff with Sickening Radiance first for exhaustion penalties.. Fallback: Hold Person to paralyze, guaranteeing auto-fail.
- •Threat: Regenerating troll or hydra — Response: Disintegrate to dust, preventing any regen or multiattack.. Fallback: Acid splash or Fireball to cauterize if slot denied.
- •Threat: Invisible or ethereal threats — Response: Scrying or True Seeing to locate, then ray.. Fallback: Mass Suggestion to turn allies against it.
Frequently Asked Questions
Is Disintegrate good in 5e?
Good for single-target deletion, averaging 75 force damage that dusts on kill. Excellent boss finisher or Wall of Force counter, but situational vs AoE spells. Prep if your campaign has solos or constructs.
Can you twin Disintegrate 5e?
No, Twinned Spell requires affecting only one creature; Disintegrate targets creatures, objects, or force. Risky even on creatures due to multi-target potential. Use Quickened instead.
Does Disintegrate work on undead 5e?
Yes, full effect—undead make DEX save, take 75 avg damage, dust if to 0 HP. Phylactery liches reform elsewhere, but delays them permanently.
Disintegrate vs Chain Lightning 5e?
Disintegrate wins single high-HP (boss delete), Chain Lightning for 5 targets (140 total dmg). Use Disint for objects/force, Chain for mobs.
Does Disintegrate work underwater 5e?
Yes, force ray ignores medium; targets visible within 60 ft make DEX save normally. No water interaction issues.
Is Disintegrate worth preparing over Harm 5e?
Yes for wizards—Disintegrate dusts permanently (no revives short wish), Harm leaves 1 HP body. Harm better divine casters with necro resistance foes.
Disintegrate on Wall of Force 5e?
Automatically destroys it (magical force creation). Perfect counter—zap the wall to free allies or hit trapped enemies.
Best wizard level for Disintegrate 5e?
Level 11+ when 6th slots unlock and bosses hit 150+ HP. Earlier via scrolls suboptimal.
Citations: api:spells/disintegrate
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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