dnd 5e – What do the Hunger of Hadar whispering and slurping sounds do?

To make a spell do more than what its description states is to houserule it into being stronger than intended

The spell’s description tells you the entirety of what it does. If it didn’t, we would be sitting here all day asking without end “But what if spell X secretly has effect Y that the designers never mentioned?” In this case, the spell blinds and deals damage and creates an area of darkness. There is also a cacophony of noise, but the spell never mentions this specifically doing anything like granting disadvantage or deafening creatured. If the designers intended for the spell to have a mechanical effect beyond blinding and dealing damage, they would have mentioned such an effect. To add an effect is thus to make the spell strictly stronger than was intended.

I personally would not consider hunger of hadar to be a weak spell and as such, do not believe it needs to be made stronger through a houserule about its cacophony of noises.


Sidenote: Some spells are poorly written and ambiguous, some spells are just plain bad. And in these cases houserules to either consistently rule or to improve a spell are, of course, welcome, if not just needed. But hunger of hadar is not such a case, there simply is no mechanical text about the cacophony of noise and so it has no mechanical impact (other than the fact that it can be heard).

dnd 5e – What’s the area of Hunger of Hadar whispering and slurping sounds?

Hunger of Hadar has this audio effect:

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away.

Can these sounds be heard 30′ from the sphere (50′ radius), or 30′ from the center point (10′ from the sphere)?

Related: I also asked a separate question about the effect of these sounds.

dnd 5e – How does Hunger of Hadar behave in confined space?

Hunger of Hadar has a curious wording:

A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration.

Compare this to Fireball:

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. […] The fire spreads around corners.

And Darkness:

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners.

Total cover rule here states:

A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect.


What would allow or require Hunger of Hadar to appear in a different shape or size?

Most simply this would be mundane walls, though I guess manufacturing a glass container of desired shape wouldn’t be hard, and then there’re spells like Force Cage and Leomund’s Tiny Hut. These would block most spells, but the HoH spell description is very explicit… a 20-foot radius sphere appears, no buts, no ifs. Is there a rule which would override the HoH description?

dnd 5e – Does Devil’s Sight enable one to see into Hunger of Hadar?

A character with devil’s sight or even just darkvision, that is not blinded, can see into the area of the Hunger of Hadar.

According to the Sage Advice Compendium:

Magical darkness blocks darkvision only if the rules text for a particular instance of darkness says it does. For example, the darkness spell specifies that it produces a magical darkness that obstructs darkvision. That obstruction is a feature of the spell, not of magical darkness in general.

The Hunger of Hadar spell does not say that it blocks darkvision (PHB 251):

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

Compared to the Darkness spell, that does state so (PHB 230):

A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

The spell states that it creates blackness for which I cannot find any effects defined in game terms. There is no indication that it creates darkness or any other kind of obscured area.

However the spell states that “No light, magical or otherwise, can illuminate the area” and an area where light is absent is darkness. This is also backed up by the rules in the sense that there are 3 stages of illumination, and only darkness fits when there is no light, according to (PHB 183):

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Therefore a character without darkvision or similar traits cannot see into the area, anyone with darkvision can only see there as if it was dim light.

Dim light in darkvison (PHB 183):

Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned.

Devil’s sight does not have such a limitation, anyone with this trait can see normally into the Hunger of Hadar (PHB 110):

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.


It was not really part of the question, but as others mentioned, characters inside the Hunger of Hadar are blinded and therefore cannot see anything, even if they have darkvision or devil’s sight. They would need something like blindsight in order to see.

dnd 5e – Can a character with darkvision see into Hunger of Hadar?

A character with darkvision that is not blinded can see into the area of the Hunger of Hadar.

According to the Sage Advice Compendium:

Magical darkness blocks darkvision only if the rules text for a particular instance of darkness says it does. For example, the darkness spell specifies that it produces a magical darkness that obstructs darkvision. That obstruction is a feature of the spell, not of magical darkness in general.

The Hunger of Hadar spell does not say that it blocks darkvision:

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

Notably “No light, magical or otherwise, can illuminate the area”. Therefore the area is dark and a character with darkvision can only see there as if it was dim light. And characters without darkvision or similar traits cannot see there.

According to darkvison (highlight mine):

Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned.

dnd 5e – Can creatures move through the area of the Hunger of Hadar spell on the Z axis?

I’m unclear on what you’re asking, to be honest. The description of the hunger of Hadar spell says (PHB, p. 251):

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.

Maybe you’re focusing too much on the word “gateway” in the first sentence?

Apart from the “difficult terrain” part of the spell, there is nothing in the description that limits movement, particularly in any one axis.

dungeons and dragons – What is this magic item, an arcane focus staff with hadar’s hunger?

A month ago my character came across a magical staff with Hadar’s Hunger. I attuned to it but I still have no idea what its stats are. I don’t know what campaign we were playing, but I remember it had a Moat house, giant rats, a carrion crawler, and a basement. I stole the staff from some wizard guy(can’t remember the race) who disappeared after we beat him. I don’t know the exact D&D edition this campaign is from, I only know the campaign wasn’t from 5e since the carrion crawler stats didn’t line up with the one from my monster manual.

So, what magical item am I holding? This is actually the first time I’ve ever had a magical item, and I’m really curious as to what it is.

dnd 5th – What happens if the Daylight spell overlaps the Hunger of Hadar spell?

the hungry of hadar spell states:

You open a gateway to darkness between the stars, a region infested with unknown horrors. A radius of 20 feet dark sphere and a bitter cold appears, centered on a point of amplitude and lasting for the duration. This void is filled with a cacophony of soft whispers and hissing noises that can be heard up to 30 feet away. No light, magic or otherwise, can illuminate the areaand creatures entirely in the area are blinded.

The vacuum creates a deformation in the fabric of space and the area is difficult terrain. Any creature that begins its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must make a Dexterity saving throw or take 2d6 points of acid damage while milky and otherwise verbal tentacles rub against it.

And the day light spell states:

A sphere of light 60 feet in radius propagates from a point you choose within range. The sphere is luminous and diffuses a dim light over an additional 60 feet.

If you choose a point on an object that you hold or that is not carried or transported, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or helmet, blocks the light.

If any of the zones in that spell overlaps a zone of darkness created by a level 3 or lower spell, the spell that created the darkness is dispelled.

Which of these spells is more specific and prevails over the other? What happens if their areas overlap?

Does the hunger of Hadar launched by two warlocks double the effects?

Hunger of Hadar reads as follows: "Void creates a distortion in the structure of space, and the region is a difficult terrain, and any creature that begins its turn in the area suffers 2d6 cold damage. his turn in the region must succeed in saving dexterity or taking 2d6 acid as milky, other tentacles of another world rub against it. "

Does this mean that if two Warlocks simultaneously lay objects on the same area, the creatures inside these tentacles experience cold 4d6 and possibly 4d6 acids and more significantly a 1/4 speed move? In role play, the number of tentacles is double. Combat effect zone spells of different types / schools overlap or neutralize each other, so why would not two effects of Hadrian hunger duplicate each other?

world of darkness – How does the relief of hunger work?

I read about hunger and the table on page 212, and there are several things that confuse me.

First, it says that you can reduce hunger 1 to 2 without risking harm to humans. Staking a sip takes three turns and soothes a hunger, and knocking out twice takes a scene.
Then, below, it is indicated that you can suppress the hunger 1 to 4 in a harmful way and that the mortal must perform one turn per turn and that the mortal must perform a Str + Stam test with a DC equal to the reduction of the hunger.
Then, at the bottom of the screen, it says that hunger kills a human.

I have some questions. What troubles me the most is that a sip, soothing 1 hunger, takes 3 turns, but downstairs she says that choking 1 hungry takes a turn. Does this mean that I have to calm down hunger before it becomes fatal? Or is it if you want to feed quickly and force it to become dangerous?

What if I go hungry?

What is the maximum hunger that I can raise from a mortal?

It is also said on page 213, under bites, that for each blood taken from a mortal, it inflicts 1 aggravated damage per turn and reduces one hunger per turn, whereas in the table on page 212, it is indicated that the first shot of hunger takes 3 turns and does no damage.