Base Class: Sorcerer
Dismantle Sorcery is a brutal arcane discipline that treats magic as a weapon of pure severance. Practitioners shape raw power into invisible blades, carving through flesh, steel, and space itself with merciless precision. Every spell is a cut, every gesture a dissection.
Rather than overwhelming foes with raw magical force, a Dismantle Sorcerer excels at precise, repeated slashes that punish positioning and movement. Enemies find no safety in armor, distance, or numbers, as the battlefield becomes a grid of lethal lines waiting to be crossed.
Level 3: Dismantle Spells
When you reach a Sorcerer level specified in the Dismantle Spells, you always have these spells prepared.
Dismantle (Level 3)
You unleash an invisible blade of magical force at a creature within range. Make a ranged spell attack against the target up to 120ft. On a hit, the target takes 1d6 magical slashing or piercing damage (your choice) plus your charisma modifier.
When you reach higher levels, the spell creates additional blades: two blades at 5th level, three blades at 11th level, and four blades at 17th level. You can direct the blades at the same target or at different creatures. Make a separate attack roll for each blade.
This feature counts as a cantrip and requires one action to cast.
Cleave (Level 6)
You reach out toward a creature within 5 feet of you and make a melee spell attack against it. On a hit, the target takes 3d8 magical slashing or piercing damage (your choice) plus your charisma modifier, and it must succeed on a Constitution saving throw against your spell save DC or begin bleeding.
A bleeding creature takes necrotic damage equal to your Sorcerer level at the start of each of its turns for the next two rounds.
When you cast this spell, you can use a bonus action to target a second creature within 10 feet of you, making a separate melee spell attack against that creature.
This is a 3rd-level spell that requires a spell slot and one action to cast. You can cast it using a higher-level spell slot, dealing an extra 1d8 damage for each level above 3rd. For all purposes, this spell is treated as a touch spell.
Additional Dismantle Spells*
Level 3 - Cloud of Daggers, Accelerate/Decelerate, Shatter
Level 5 - Fireball, Counterspell
Level 7 - Death Ward
Level 9 - Steel Wind Strike, Destructive Wave
To be added manually.*
Level 3: Enhanced Dismantling
Enhanced Slashes: When you cast a spell that deals slashing or piercing damage, you may spend sorcery points to increase the damage by 1d6 per point spent, up to a maximum of 5. You can only use this feature once per round.
Level 6: Cutting Familiarity
You have resistance to slashing and piercing damage from both magical and nonmagical sources.
Level 6: Cutting Conversion
Metamagic: Transmuted Spell now allows you to convert damage from its list into magical slashing or piercing.
Level 9: Enhanced Cutting Familiarity
Attacks and spells you cast ignore magical and non-magical slashing or piercing resistance.
Level 14: The Dismantling Field
You manifest a domain of invisible cuts, reducing everything around you to a field of relentless severance.
Once per long rest, you can use an action to create a 30-foot-radius dome centered on you that lasts for 1 minute. The dome moves with you and is invisible.
Once per round, when a hostile creature starts its turn within the dome or enters it for the first time on a turn, that creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 4d10 force damage, or half as much damage on a successful save. A creature can take this damage only once per round.
While within the dome, you cannot be blinded or deafened, and difficult terrain does not slow your movement.
Level 18: Absolute Dismantle
Your mastery of severance allows you to attempt to erase a creature with a single, perfect cut.
Once per long rest, when you hit a creature with a spell attack or when a creature fails a saving throw against one of your Dismantle Sorcery spells or subclass features, you can invoke Absolute Dismantle (no action required).
The target must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 10d12 force damage, ignoring resistance to force damage. On a successful save, the creature takes half as much damage.
If the creature fails this saving throw and is reduced to 100 hit points or fewer by this damage, it is reduced to 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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