Arms of Hadar
1st-level, Conjuration

- Casting time: 1 Action
- Range: Self (10-foot Emanation)
- Components: V, S
- Duration: Instantaneous
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes dice:2d6|noform|noparens|avg (2d6) Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by dice:1d6|noform|noparens|avg|text(1d6) for each spell slot level above 1.
Classes: Sorcerer (Aberrant Sorcery); Warlock
Source: Player’s Handbook (2024) p. 243