The Thieves Guild
A Collection of D&D 5e Resources
Spells & Rituals

Sleep

Level 1 •
Enchantment

Casting Time: 1 action
Range: 90 ft (20 ft
)
Components: V, S, M
Duration: 1 minute
Conditions: Unconscious

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.
Material Component: a pinch of fine sand, rose petals, or a cricket
Verbal Component: Facera Dormio
Verbal Component (Alternative): With my power, I summon sleep; weary eyes, a slumber deep.

Classes: Bard, Sorcerer, Wizard, Rogue

Tags: Charm

Source: Player's Handbook [5th Edition] (page 276)

View Sleep Spell Card (New Window? )

Return to Previous Page


ADVERTISING - PLEASE SUPPORT THIS SITE
ADVERTISING - PLEASE SUPPORT THIS SITE

Shop D&D Goodies

ADVERTISING - PLEASE SUPPORT THIS SITE
Visit the Thieves Guild for more Resources
www.thievesguild.cc