Disarm

Today we offer a 1st level transmutation spell titled Disarm! It's joining the ranks of our  'utility' spells, like Prepare for Adventure, and is finding its way into the Artificer, Bard, Cleric, and Wizard spell lists. We have the 'utility' in air quotes because make no mistake, this spell can absolutely ruin someone's day. Let's take a look at how it can do that.

The spell itself is pretty simple; it takes an action to cast and you target an object you can see worn or carried by a creature within 30 feet of you. The creature makes a Dexterity saving throw to hold the object as it starts to wiggle out of its hands. On a failed save, the object flies towards you with an audible whoosh!

Now, what's so scary about disarming someone? Battle Masters can do it at level 3, and it's only one of many options they have available to them! And it looks perfectly balanced on them! They simply chose a baddie, walk up slowly, deal some damage while casually knocking a weapon out of the hands of the foe...and then pick it up with their item interaction...and then...uh oh. There aren't convenient mechanics for getting back a weapon or object from somebody who just took it from you, outside of murder or compulsion. So...that bad guy, assuming they don't have natural weapons or spellcasting, just lost their damage output. We see the danger in disarm effects now, right? Granted, we felt as though if the mechanic exists, it should be expanded on a little farther than just a footnote on a single Fighter archetype, so we figured we'd give spellcasters a means of accomplishing this. Let us know how we did this time, and approach with caution!

If you drop your weapon, you have to donate it! It's the law!

Disarm

1st-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Classes: Artificer, bard, cleric, wizard

You attempt to wrench an object that you can see from a creature within range. You choose a nonmagical object that you can hold in your hand that the target is holding or wearing. That creature must make a Dexterity saving throw. On a failed save, the object is whisked away from the creature and directly towards you. If you have an unoccupied hand, the object can fly into your hand, otherwise it lands on the ground in your space. Doing so produces an audible whoosh audible as far away as 60 feet as the object flies to you.

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