Arms of Hadar
- Level & School
- 1st-level conjuration
- Casting Time
- Action
- Range
- Self
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Warlock
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.
- Level & School
- 1st-level conjuration
- Casting Time
- Action
- Range
- Self (10-foot radius)
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Warlock
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Arms of Hadar 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version removes the "Self (10-foot radius)" range, replacing it with "Self" and specifies a 10-foot emanation. It clarifies the saving throw as "each creature in a 10-foot Emanation originating from you," and states "until the start of its next turn" instead of "until its next turn." Damage and scaling remain the same.