Skip to main content

Sleep

← Back to Spell List

Sleep
  • Level: 1
  • School: Enchantment
  • Class: Bard, Sorcerer, Wizard
  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S, M (a pinch of sand or rose petals)
  • Duration: Concentration, up to 1 minute

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.

Tactical Usage

Progressive Incapacitation. Sleep provides a two-stage effect that first incapacitates targets, then potentially renders them unconscious for extended periods.

Wisdom Save Targeting. The spell targets Wisdom saves twice, creating sustained pressure on targets with poor mental resistance.

Vulnerability Creation. Unconscious targets become vulnerable to automatic critical hits and other advantages for party members.

Spell Combinations

Coup de Grace Setup. Unconscious targets enable automatic critical hits and potentially lethal follow-up attacks from party members.

Stealth Enhancement. Combining with stealth magic enables silent takedowns of guards or sentries without raising alarms.

Wisdom Debuff Synergy. Using alongside effects that reduce Wisdom saves improves the spell's success rate and duration.

Material Component Details

Sand or Petals Choice. The material component options of sand or rose petals provide thematic flexibility for different caster approaches.

Sleep Symbolism. Both components represent rest and tranquility, symbolically connecting to the spell's sleep-inducing effects.

Component Accessibility. The common and inexpensive materials make the spell consistently available without resource constraints.

Creator Notes

Classic Control Magic. Sleep represents traditional enchantment magic that incapacitates enemies through mental manipulation rather than damage.

Immunity Considerations. The spell has built-in limitations against creatures that don't sleep or are immune to exhaustion.

Damage Vulnerability. The easy interruption through damage creates tactical considerations about protecting sleeping targets.

Environmental Interactions

Damage Interruption. Any damage to sleeping targets immediately ends the effect, requiring careful tactical coordination.

Proximity Wake-Up. Creatures within 5 feet can use actions to wake sleeping targets, creating positioning considerations.

Sleep Requirements. The spell specifically targets creatures capable of sleep, making it ineffective against constructs, undead, and certain other creature types.

Common Rulings & Clarifications

Two-Stage Save System. Targets make initial saves for incapacitation, then second saves to avoid unconsciousness.

Save Timing. The second Wisdom save occurs at the end of the target's next turn after failing the first save.

Condition Progression. Failed first saves result in incapacitation until the second save, while failed second saves cause unconsciousness.

Interruption Mechanics. Damage or deliberate wake-up actions immediately end the spell's effects on individual targets.

Alternative Applications

Non-Lethal Takedowns. Subduing enemies without causing harm for capture, interrogation, or peaceful resolution.

Guard Bypass. Incapacitating sentries and guards for stealth infiltration without permanent harm or raising alarms.

Crowd Control. Managing civilian populations or crowds through temporary incapacitation without causing injury.

Enchantment Control. Various spells provide mental control, while Sleep offers specific incapacitation through unconsciousness.

Non-Lethal Alternatives. Other spells provide subdual options, while Sleep focuses specifically on induced unconsciousness.

Wisdom Save Magic. Multiple spells target Wisdom saves, creating tactical considerations about enemy mental defenses.

Scaling Analysis

Early Level Effectiveness. Sleep provides excellent control at low levels when few creatures have strong Wisdom saves.

Scaling Challenges. Higher-level enemies with improved Wisdom saves and sleep immunity reduce spell effectiveness.

Utility Maintenance. The spell retains value for specific situations involving appropriate creature types throughout progression.

Narrative Flavor

Peaceful Slumber. The spell should emphasize gentle, natural sleep rather than violent unconsciousness or magical stunning.

Progressive Effect. The two-stage process should show targets becoming drowsy before falling into deep magical sleep.

Magical Tranquility. The effect should feel like supernatural rest that overcomes natural wakefulness through enchantment magic.