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