As an action, you can make smoke-like tendrils of shadow ooze out form you in a 15 foot sphere.
The shadowy tendrils engulf enemy and ally alike.
Any hostile creatures within the area must make a constitution saving throw.
On a failed save, they take 5d10 necrotic damage and will be grappled by the shadowy tendrils until the start of your next turn.
On a successful save, they take half this amount of damage and are not grappled.
In addition, one creature of your choice in that area (including yourself) can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
You can use this action twice per long rest.
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