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Sleep

Enchantment
Level: 1st-level
Casting Time: 1 action
Range: 90 feet
Duration: 1 minute
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket.

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Spell Details

School: Enchantment
Level: 1
Ritual: No
Concentration: No
Classes: Bard, Sorcerer, Warlock, Wizard
A-Tier Exceptional action economy in early levels; incapacitates multiple foes without saving throw, scaling well against low-HP enemies.

Player Guide

Sleep is most effective against groups of weak creatures (goblinoids, cultists, commoners) where your 5d8 pool (average 22.5 HP) eliminates multiple threats in one action. Prioritize casting before combat initiates or when enemies are clustered together, as the spell affects creatures in a 20-foot radius centered on your chosen point. Pair with battlefield control to prevent allies from wasting actions on sleeping foes, and note that any damage awakens a creature, making this less reliable against enemies already engaged in melee.

DM Tips

Sleep targets the lowest HP creatures first if the total exceeds the pool, making it deadly against mixed-CR encounters. A single hit point of damage awakens a creature, so discourage players from assuming slept foes remain incapacitated near active combat.

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