
Sleep is a basic level 1 spell in Dungeons and Dragons that can be used by wizards, bards, sorcerers, warlocks with Archfey patrons, and more. It is a versatile enchantment that sends creatures into a magical slumber within a 90-foot range of the caster. To cast the spell, one must roll 5d8, and the total represents how many hit points of creatures can be affected. Creatures within 20 feet of the caster fall asleep in ascending order of their current hit points, starting with the creature with the lowest current hit points. The spell ends when the sleeper takes damage or someone uses an action to wake them up. Sleep is particularly effective when combined with other spells such as Fireball, allowing you to incapacitate enemies while your party prepares their next move. However, it is less effective against creatures with high hit points or those immune to being charmed, such as elves, undead, and half-elves.
| Characteristics | Values |
|---|---|
| Spell type | Enchantment |
| Spell level | 1 |
| Casting time | 1 action |
| Range | 90 feet |
| Targets | One or more creatures |
| Duration | 1 minute (10 rounds) |
| Hit points | Roll 5d8 |
| Saving throw | Wisdom |
| Damage type | N/A |
| Classes | Bards, Sorcerers, Warlocks, Wizards |
| Subclasses | Aberrant Mind Sorcerer, Arcane Trickster Rogue, Archfey Warlock, Eldritch Knight Fighter |
| Effect | Creatures fall unconscious until they take damage or are woken up |
| Limitations | Doesn't work on undead, elves, half-elves, or creatures immune to being charmed |
| Notes | Sleep is a basic spell that can be effective in combination with other spells, but it may not be as useful as higher-level spells |
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What You'll Learn

Creatures affected by the spell
The Sleep Cantrip spell is a powerful enchantment that can be used strategically in combat situations to gain an advantage over opponents. It is a basic level 1 spell available to wizards, bards, sorcerers, warlocks with Archfey patrons, and more. The spell sends creatures into a magical slumber within a range of 90 feet of the caster.
When casting the spell, the caster chooses a point within 90 feet and rolls 5d8 to determine the total hit points of creatures that can be affected. Creatures within 20 feet of the chosen point are then affected in ascending order of their current hit points, starting with the creature with the lowest current hit points. This means that creatures with lower hit points will be more easily affected by the spell.
It is important to note that the Sleep spell does not discriminate between friend and foe, so allies within the area of effect may also fall asleep. Additionally, the spell does not work on creatures with high hit points or those immune to being charmed, such as undead creatures and elves.
The Sleep spell can be particularly effective when combined with other offensive spells like Fireball, allowing you to incapacitate enemies while your party prepares their next move without fear of immediate retaliation. However, it is crucial to act quickly as the spell's duration is relatively short, and sleeping creatures may wake up and pose a threat again if not dealt with promptly.
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Spell range
The Sleep spell is a targeted incapacitation cantrip with a range of 90 feet. This means that the caster must have a clear line of sight to the target, and the target must be within 90 feet of the caster for the spell to work. There are no restrictions on the direction or vertical angle of the spell, so the target can be 90 feet away in any direction, including directly above or below the caster.
The spell affects only creatures within a 20-foot-radius sphere, and the point of origin must be somewhere within range (i.e., no further than 90 feet away). This means that the caster can target enemies beyond their immediate vicinity, as long as the spell's point of origin is within 90 feet of the caster and the intended target is within 20 feet of that point of origin.
For example, if there is a group of enemies 80 feet away from the caster, the caster can target a point within that group (as long as it is within 20 feet of one or more enemies) and affect all creatures within that 20-foot-radius sphere. This provides some flexibility in targeting, allowing the caster to affect multiple enemies even if they are spread out over a relatively large area.
It is important to note that the spell does not require a direct line between the caster and the point of origin. This means that the spell can be cast around corners or obstacles, as long as the caster has a general idea of the layout beyond their direct line of sight and can thus visualize the intended point of origin. However, if there is a solid barrier between the caster and the target(s), the spell will not work, as it requires a clear path to the point of origin.
The Sleep spell is particularly effective when used against a small group of weak enemies, as it can instantly incapacitate them, potentially ending an encounter before it even begins. It is also useful when the caster wants to capture one or more enemies alive, as those affected by the spell are merely rendered unconscious, not physically harmed.
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Spell duration
The Sleep spell is a basic level 1 spell available to wizards, bards, and more. It is a powerful enchantment that can be used to target one or more creatures within a range of 90 feet of the caster. The spell does not require a saving throw or attack roll, and creatures affected by it fall asleep automatically. The spell's duration is up to 1 minute (or 10 rounds of combat), which can be relatively short, especially in the heat of battle. If the sleeping creatures are not dealt with quickly, they may wake up and pose a renewed threat.
To cast the spell, the caster must first roll 5d8 and add the results together. This total represents how many hit points' worth of creatures can be put to sleep. Creatures within 20 feet of a chosen point within range are affected in ascending order of their current hit points, starting with the creature with the lowest current hit points. The caster can choose which creatures are affected by the spell, allowing them to avoid putting allies at risk.
The Sleep spell is particularly effective against low-HP enemies but less so against high-HP enemies. It is also important to note that the spell won't work on creatures that are immune to being charmed or on undead creatures, as they do not sleep in D&D 5e. Additionally, elves and half-elves are naturally resistant to the spell due to their long lifespans and heightened senses, making it more difficult for them to fall asleep.
To maximise the effectiveness of the Sleep spell, it is crucial to consider all possible variables, such as the target's hit points and any special conditions that could affect its duration. Combining the Sleep spell with other offensive spells, such as Fireball, can also be a powerful strategy, allowing you to incapacitate enemies while your party prepares their next move.
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Creatures immune to the spell
Creatures immune to the Sleep spell include elves, undead creatures, and any other creatures immune to being charmed. Elves possess natural resistance to the Sleep spell due to their long lifespans and heightened senses, which make it more difficult for them to fall asleep. Instead of sleeping like other races, elves meditate for up to four hours a day. Undead creatures, such as zombies and skeletons, are also not affected by the spell.
Additionally, creatures with higher hit points (HP) may be immune to the spell if the total number of hit points that the spell can affect is insufficient. The spell affects creatures in ascending order of their current hit points, starting with the creature with the lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Therefore, creatures with higher hit points may be immune to the spell if the total hit points affected by the spell are lower than their current hit points.
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Using Sleep in combination with other spells
Sleep is a basic level 1 spell available to wizards, bards, sorcerers, warlocks with Archfey patrons, and more. It is a versatile enchantment that can be used in combination with other spells to great effect.
When using Sleep, it's important to understand its limitations. The spell is less effective against creatures with high hit points or those immune to being charmed, such as the undead, elves, and half-elves. Additionally, the spell's duration of one minute can be relatively short, especially in battle.
To maximize its effectiveness, consider using Sleep in combination with other spells or tactics. For example, casting Sleep followed by an offensive spell like Fireball can quickly dispatch large groups of enemies without endangering your party. This combination allows you to incapacitate your enemies while your party prepares their next move without fear of retaliation.
Sleep can also be useful in stealth or infiltration scenarios. For instance, you could cast Sleep on guards or enemies to ensure a quiet approach or to buy yourself some time. In such situations, combining Sleep with a spell that enhances stealth or movement, like Invisibility or Haste, could further increase your chances of success.
Additionally, Sleep can be a valuable support tool when used in conjunction with healing or buffing spells. By putting enemies to sleep, you can buy time for your party members to recover health, buff their stats, or prepare more powerful spells without the pressure of ongoing combat.
Remember, the key to using Sleep effectively in combination with other spells is to understand its limitations and plan accordingly. Consider all variables, including the target's hit points, special conditions, and potential immunities, to ensure your strategy's success.
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Frequently asked questions
Sleep is a 1st-level enchantment spell that sends affected creatures into a magical slumber. Creatures within 20 feet of a point you choose within a 90-foot 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 elves, undead creatures, and half-elves.
To cast the Sleep Cantrip, you must first roll 5d8 and add up the results. This total represents how many hit points' worth of creatures you can put to sleep. Then, choose a point within 90 feet and use the results of your roll to subtract the current hit points of each creature within a 20-foot radius. Creatures fall asleep in ascending order of current hit points, starting with the creature that has the lowest.
Sleep is a useful spell in D&D, especially when combined with other spells like Fireball to incapacitate enemies and give your party an advantage. It's important to understand the limitations of the spell, such as its short duration of 1 minute and the fact that it doesn't discriminate between friend and foe. Always have backup plans, and consider all variables before casting Sleep.
The Sleep Cantrip is available to wizards, bards, sorcerers, warlocks with Archfey patrons, and more. Sorcerers and warlocks can cast Sleep starting at level 1, while bards and wizards can use it at level 1 or higher.

















