Sleep
1st-level enchantment
Casting time: 1 action
Range: 90 feet
Target: Creatures in a 20 foot sphere within range
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
Classes: Bard, Sorcerer, Wizard
Subclasses: Cleric (Twilight Domain), Druid (Circle of the Land), Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (Archfey Patron)
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).
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).
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.
Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
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