Sleep

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 next creature. 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 a Glance

Level
1st
School
Enchantment
Casting Time
1 action
Range
90 feet
Duration
1 minute
Concentration
No

How Sleep Works

Casting Time1 action
Range90 feet
ComponentsV, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration1 minute

Available to:

BardSorcererWizard

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.

Common Mistakes

Common Mistake
Forgetting it affects creatures in ascending order of current (not maximum) hit points
Common Mistake
Not tracking that undead and creatures immune to charm are unaffected
Common Mistake
Thinking creatures get a saving throw - they don't, it's automatic if their HP is low enough
Common Mistake
Forgetting any damage wakes the creature immediately

DM Tips

DM Tip
Extremely powerful at low levels, less useful as enemies have more HP
DM Tip
Great for non-lethal takedowns and avoiding combat
DM Tip
Roll the 5d8 openly to build tension about who will be affected
DM Tip
At higher levels, upcast sleep can still be useful against swarms of weak enemies

Sources & Further Reading