Courses / AR / Sleep

Sleep

Code:
AR 451
Prerequisites:
Qualifies For:
Level:
4
Study DC:
12

Spell

Time:
Action
Target:
Ranged: sight (sidegrades to multiple or all enemies in range)
Cost:
Defense:
None, delayed health save at start of turn negates
Duration:
1 hour, damage or waking ends it early

The target is overwhelmed with momentary fatigue.
It has disadvantage on all rolls to hit and tests of skill until the end of its next turn.
At the start of its turn, the target must pass a health save against this curse, or suffer its full effects.

Fail:
If the target fails its save, it falls asleep and prone.
It will then sleep until this spell ends or it is woken up.

The target will wake up when it takes any damage, another creature spends its action to wake them up, or this curse is broken.
Slowly moving them around, loud noises, or bright lights may give the target an additional save to wake up.
You can end this curse as a fast action.

Special Rule: Rested:
Once the target wakes up, it cannot be put to sleep again until the end of its next turn. If it would be put to sleep before then, it becomes drowsy instead and falls asleep after taking its turn.

Suggested Backfire: You cast Sleep on yourself.

Tags: Spellburn, Action, Spell, Ranged, Enchantment, Curse, Health, Save, Debuff, Sleep, Splittable

“YAWN! See, now you’re yawning, aren’t you? Those are the basics.”


Upgrades
Name Effort Requires Description
Unlock 15 You can cast Sleep
DC 9
1 hour duration
DC +2 5 Unlock DC 11
DC +4 5 DC +2 DC 13
DC +6 5 DC +4 DC 15
DC +7 5 DC +6 DC 16
Twincast 0 Unlock You can cast Sleep targeting two targets in range, at a -5 DC penalty.
Extra Credit
Nap Time
Effort: 25
Requires: Mastery
You can cast Sleep targeting all enemies in range, at a -5 DC penalty.
Nightmare
Effort: 15
Requires: Mastery andFear Me
When you put a target to sleep with this spell, you may cause them to suffer nightmares in a fitful slumber that they are unable to awaken from. They take 1d10 psychic damage which does not wake them, and are terrified of the object of their nightmares and have disadvantage on saves to wake up until the spell ends.
Sweet Dreams
Effort: 10
Requires: Mastery and Charmed, I’m Sure
When you put a target to sleep with this spell, you may cause them to have pleasant dreams which they do not want to awaken from. They are charmed by you and have disadvantage on saves to wake up until the spell ends.
Deep Slumber
Effort: 5
Requires: Mastery
Only dispelling this curse or damaging the target will wake it. Shaking the target or moving them won’t.
Early Riser
Effort: 10
Requires: Mastery
You only need 4 hours of rest to benefit from a long rest.
You have advantage on saves against sleep.
You have advantage on saves against fatigue.
Restful Slumber
Effort: 5
Requires: Early Riser
You may cast Sleep on a creature to make their long rest only take 4 hours of rest.
Next: Petrify