Sleep
- Level & School
- 1st-level enchantment
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M (a pinch of sand or rose petals)
- Duration
- Concentration, up to 1 minute
- Classes
- Bard, Sorcerer, Wizard
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.
- Level & School
- 1st-level enchantment
- Casting Time
- Action
- Range
- 90 feet
- Components
- V, S, M (a pinch of fine sand, rose petals, or a cricket)
- Duration
- 1 minute
- Classes
- Bard, Sorcerer, Wizard
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.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Sleep 5.5e 2024 vs. 5e 2014 edition differences
The 2014 Sleep affects creatures within 20 feet based on hit points, causing unconsciousness if total HP is within 5d8+2d8, ignoring immunity. The 2024 Sleep affects creatures in a 5-foot radius, requiring Wisdom saves; failure causes unconsciousness, ending if damaged or shaken. Range changed from 90 to 60 feet; duration is "up to 1 minute" in 2024.
Spells similar to Sleep
Tasha's Hideous Laughter, 1st-level enchantment
A 1st‑level enchantment that incapacitates targets with a save and can knock creatures out for up to a minute, making it the closest mechanical sibling to Sleep.Hypnotic Pattern, 3rd-level illusion
Creates a large area effect that incapacitates multiple enemies on a save for up to a minute, serving as a higher‑level, larger‑area version of Sleep.Color Spray, 1st-level illusion
A 1st‑level illusion that affects multiple creatures at once and can render them helpless without dealing direct damage, similar in tactical use to Sleep.Calm Emotions, 2nd-level enchantment
A concentration effect that neutralizes hostilities and can suppress reactions in groups, functioning as a nonlethal crowd‑control option like Sleep.Hold Person, 2nd-level enchantment
A focused control spell that paralyzes targets on a failed save and can disable multiple humanoids, offering a comparable way to remove enemies from a fight.