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Level1st-level · Enchantment
Casting Time1 action
Range90 feet
ComponentsV, S, M (A pinch of fine sand, rose petals, or a cricket.)
Duration1 minute
ClassesBard, Sorcerer, Wizard
Description

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.

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.

Casting Sleep

Sleep is a 1st-level enchantment with a casting time of 1 action and a range of 90 feet. It doesn't need concentration, so it stacks with your other buffs.

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Every class spell as an illustrated, printable card, so your players hold Sleep instead of looking it up.

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