A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
* - (a lodestone and a pinch of dust)
What happens on a successful save?
nothing happens
On a successful Dex Saving Throw, the creature dodges the incoming spell attack.
This should cut through a Tiny Hut. Too high a level to get rid of a 3rd level spell, but it gets the job done.
*rolls a nat 20 on a save*
*the "tiny hut" sprouts legs and evades*
If a PC is reduced to 0 HP from a Disintegration Ray, do they still make death saving throws as normal?
If a creature is reduced to 0 it is dead, end of the line. No death saves.
The party would have to bring them back via true resurrection or wish. If they want their friend back it could be an interesting side-quest.
Would this counter a Path of the Zealot Barbarian? Even with their Rage Beyond Death?
I don't think you can rage while you're dust.
It does. Tiny Hut is a creation of magical force.
how would this spell affect an infernal warmachine?
maybe disintegrate only one part of the vehicle like a wheel or something
zealot barbarians dont die unless their rage ends, even if they fail all their death saves, so I'd say it probably still wouldn't instakill a zealot. and even if it did, true resurrection is free when used on zealot barbs.
Disintegrate does kill a zealot with Rage Beyond Death. Disintegrate doesnt say that it has to kill the target to disintegrate the body, only to leave the target with 0 hit points. A zealot using their Rage Beyond Death feature is at 0 hit points. The zealots feature only protects them from death caused by the failure of death saving throws -- this is one of several methods that can get through this defense (it is also the most efficient one).
Although the Relentless Rage feature will still stop this from killing them, according to Sage Advice.
Yes, though that is not a zealot exclusive
I would say yes. I think it’s justified in fiction since the spell only disintegrates the target if it kills it, so it would just have knocked them unconscious.
RAW seems pretty clear that this spell overcomes Relentless Rage.
Relentless Rage from PHB: "If you drop to 0 hit points while you’re raging and don’t die outright, [THEN] you can make a DC 10 Constitution saving throw."
If you hit 0 points because of this spell you would be immediately disintegrated (AKA outright dead).
How does a pile of ash make death saving throws?
A pile of ashes can't make death saving throws. This spell makes you fail all of them, if it deplete your hp completely to where it disintegrates your body. You can't making saving throws if you were reduced to ashes.
No, they are just turned to dust, you can't be just all like "oh but I'm hanging on to life" if you are a pile of ash, you're just dead.