Sleep
1st-level, Enchantment
- Casting time: 1 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.
References:
- Wizard
- Aberrant Dragonmark
- Cleric (Twilight Domain)
- Cleric (Twilight Domain)
- Boon of Siberys (Sorcerer Spell)
- Warlock (Archfey Patron)
- Druid (Circle of the Land, Temperate Land)
- Fighter (Eldritch Knight)
- Mark of Hospitality
- Magic Initiate (Wizard Spells)
- Necromancer (Blood Ascendent)
- Bard (Magical Secrets)
- Fighter (Eldritch Knight)
- Rogue (Arcane Trickster)
- Warmage (House of Bishops)
- Sorcerer
- Warlock (The Archfey)
- Bard
- Warden (Drake-Blooded)
- Rogue (Arcane Trickster)
- Paladin (Oath of Redemption)
- Fey-Touched
- Bard (College of Lore)
- Warlock (The Archfey)
Sources
Player’s Handbook (2024) p. 317. Available in the SRD and the Free Rules (2024)