Casting Time: 1 action
Range: Self (10 ft
)
Components: V, S
Duration: Instantaneous
Damage Type: Necrotic
Save: Strength
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.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot 1 level above 1st.
Verbal Component:
Armus di Hada
Verbal Component (Alternative):
Hadar send forth thy darkest tendril, smite now my foes, be they mortal or angel
Class: Warlock
Domain: Suffering
Tags: Damage
Source: Player's Handbook [5th Edition] (page 215)
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Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
How does damage from Arms of Hadar get assigned?
Do you roll 2d6 for each creature that the arms hit or just roll once for the damage that affects all the creatures?
The Player's Handbook states:
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them...
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).