Spell
Arms of Hadar
Official reference · XPHB · 2024
- Level
- 1
- School
- Conjuration
- Cast
- 1 action
- Range
- 10 feet
- Components
- V, S
- Duration
- Instantaneous
- Concentration
- no
- Ritual
- no
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 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 1d6 for each spell slot level above 1.