SLEEP

Enchantment Level 1

STANDARD

Casting Time 1 action
Range 90 feet
Components V, S, M
Duration 1 minute

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.
Components. A pinch of fine sand, rose petals, or a cricket.

Spell Variants & Exotic Components – level 1
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Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 action
Range 90 feet
Components V, S, M
Duration 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creature this spell can affect. This spell variant allows the spellcaster to focus the spell’s effect on a single creature, however the target is entitled to roll a wisdom saving throw to resist the effect of the 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.
Components. A pinch of fine sand, rose petals, or a cricket.

SPELL VARIANT #2

Casting Time 1 action
Range 90 feet
Components V, S, M
Duration 1 minute

This spell sends creatures into a magical slumber. Roll 5d12; 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 2d12 for each slot level above 1st.
Components. Pinch of Sandman‘s remains.