
Sleep is a 1st-level enchantment spell in Dungeons & Dragons 5th Edition that sends creatures into a magical slumber. It is available to bards, sorcerers, wizards, and more. To cast it, choose a point within 90 feet of your PC, roll 5d8, and add the results. The total represents how many hit points' worth of creatures you can put to sleep. Creatures within 20 feet of a chosen point within range are affected in ascending order of their current hit points. The spell won't work on creatures with high hit points or those immune to being charmed, including undead creatures and elves. Sleep is particularly useful at low levels but becomes less effective against high-HP enemies.
| Characteristics | Values |
|---|---|
| Spell type | Enchantment |
| Spell level | 1 |
| Casting classes | Bards, Sorcerers, Warlocks with Archfey patrons, Wizards, Clerics |
| Casting range | 90 feet |
| Effect range | 20 feet |
| Effect | Sends creatures into a magical slumber |
| Effect duration | Up to 1 minute (up to 10 rounds) |
| Effect calculation | Roll 5d8; the total is how many hit points of creatures this spell can affect |
| Effect application | Creatures are affected in ascending order of their current hit points |
| Effect end | The spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake |
| Effect limitation | Undead, creatures immune to being charmed, and elves are not affected by this spell |
| Higher levels | When cast using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st |
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What You'll Learn

Which characters can cast the Sleep spell?
The Sleep spell is a powerful enchantment in the 5th edition of Dungeons and Dragons that can be used creatively in a wide range of challenges and scenarios. It is an area-of-effect spell that can put creatures into a deep, magical slumber within a range of 20 to 90 feet. The spell affects creatures of any size, from tiny beasts to giant dragons.
The Sleep spell can be cast by bards, sorcerers, warlocks with Archfey patrons, and wizards at level 1 or higher. Several subclasses also have access to this spell, including:
- Aberrant Mind Sorcerer (from Tasha's Cauldron Of Everything)
- Arcane Trickster Rogue (from Player's Handbook)
- Archfey Warlock (from Player's Handbook)
- Eldritch Knight Fighter (from Player's Handbook)
- Redemption Paladin (from Xanathar's Guide to All)
- Twilight Cleric (from Tasha's Cauldron of Everything)
Bards are proficient in casting spells from the enchantment school and can cast Sleep right from the start. Clerics are also able to cast Sleep, but only if their deity grants them access to enchantment spells.
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How many hit points does the Sleep spell affect?
The Sleep spell in D&D 5e is a powerful tool that can be used in a variety of challenges and scenarios. It is a first-level enchantment spell that sends creatures into a magical slumber. The number of hit points the Sleep spell can affect is determined by rolling 5d8, resulting in a total that can affect creatures with equal or fewer hit points. Creatures within 20 feet of a chosen point within range are affected, starting with those having the lowest current hit points. Undead and charm-immune creatures are unaffected.
The Sleep spell's adaptability is its true strength, allowing players to avoid unnecessary violence or gain strategic advantages. However, it has limitations, including a short duration of one minute, and not discriminating between allies and enemies. Additionally, it may not work on creatures with high hit points. Modifying the spell to use hit dice instead of hit points has been suggested, but this requires the Dungeon Master to keep track of each creature's hit dice.
The Sleep spell's effectiveness scales at 2d8 per level, outpacing or keeping pace with hit dice. While it may not be as flashy as other spells, it is still considered a good choice. It is important to note that the Sleep spell's success is unpredictable, as players cannot easily guess their target's current or maximum hit points. This unpredictability can lead to wasting a spell slot if the roll is low or the guess is incorrect.
The Sleep spell's versatility extends beyond its primary function of inducing slumber. It can also be used to create strategic advantages, such as when a rogue in a classic D&D party used it to slit the throats of sleeping enemies. However, players must act quickly, as sleeping creatures can wake up and pose a renewed threat. Overall, the Sleep spell is a valuable addition to any arsenal, offering a range of creative uses and strategic possibilities.
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Which creatures are immune to the Sleep spell?
The Sleep spell in D&D 5e is a basic level 1 spell available to wizards, bards, sorcerers, and more. It sends creatures into a magical slumber within a 20-foot radius of your chosen point within a 90-foot range. The spell affects creatures in ascending order of their current hit points, starting with the creature with the lowest current hit points.
Undead creatures, elves, half-elves, and creatures immune to being charmed are not affected by the Sleep spell. This is because elves and half-elves cannot be put to sleep magically, and undead creatures do not sleep in D&D 5e, making it impossible to force them to fall asleep magically. If you are unsure whether a creature is immune to Sleep, check their condition immunities or ask the Dungeon Master (DM). For example, doppelgangers are immune to the charmed condition and, therefore, cannot be affected by Sleep.
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How long does the Sleep spell last?
The Sleep spell in D&D 5e is a powerful tool that can provide a significant tactical advantage to players who know how to use it effectively. The spell's duration is up to one minute (or up to a maximum of 10 rounds), which can be relatively short, especially in the heat of battle.
When casting the Sleep spell, players must consider all possible variables, including the target's hit points and any special conditions that could affect the spell's duration. The spell sends creatures into a magical slumber, and the number of creatures affected depends on the roll of 5d8, which represents the total hit points of creatures the spell can affect.
Creatures within 20 feet of a chosen point within a 90-foot range are affected in ascending order of their current hit points. Starting with the creature with the lowest current hit points, each affected creature falls unconscious until the spell ends, they take damage, or someone wakes them up.
While the Sleep spell is strong at lower levels, it becomes less effective against enemies with higher hit points. Additionally, it is important to note that the spell does not discriminate between friend and foe, so players must be careful not to inadvertently put their allies to sleep as well.
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What are the best uses of the Sleep spell?
Sleep is a 1st-level enchantment spell that sends affected creatures into a magical slumber. It is best used against enemies with low HP, as it becomes ineffective against high-HP creatures. The spell is also ineffective against undead creatures, elves, half-elves, and creatures immune to being charmed.
To cast Sleep, choose a point within 90 feet of your PC and roll 5d8, then add the results. Subtract the current HP of each creature within a 20-foot radius of your chosen point from that total, starting with the creature with the lowest HP and moving up. A creature's HP must be equal to or less than the remaining total for that creature to be affected.
Sleep is particularly useful when combined with other attacks. By first reducing an enemy's HP with other spells or attacks, you can then use Sleep to render them unconscious. This strategy is especially effective against enemies with a large number of HP, such as hill giants.
Sleep can also be used strategically to create opportunities for your party. For example, putting a beholder to sleep allows your party to steal an item or make a stealthy escape.
Additionally, Sleep can be cast at higher levels for increased effectiveness. When cast at 2nd level or higher, roll an extra 2d8 for each spell slot above the 1st level. This increases the total HP of creatures you can affect with the spell.
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Frequently asked questions
Sleep is a 1st-level enchantment spell that sends creatures into a magical slumber.
To cast the Sleep spell, roll 5d8 and add up the total. This number represents the number of hit points of creatures that can be affected by the spell. Creatures within 20 feet of a chosen point within 90 feet of the caster fall unconscious in ascending order of their current hit points.
Bards, sorcerers, wizards, and warlocks with Archfey patrons can cast the Sleep spell at level 1 or higher. Several subclasses can also use the Sleep spell, including the Aberrant Mind Sorcerer, Arcane Trickster Rogue, and Archfey Warlock.
Undead creatures, creatures immune to being charmed, and elves or half-elves are immune to the Sleep spell.











































