sleep spell house rule ideas

evilbob

Adventurer
Of all the 5.0 spells, Sleep is the only one I can't stand. I hated the old "turn undead" mechanic back in 3.5 and time hasn't improved it much. In my mind, it stalls the game with extra math and relies too much on knowing the exact HP value of monsters, which is oddly immersion-breaking compared to nearly everything else (Power Word spells notwithstanding). At least now you know how many dice you should use immediately and rolling for Sleep is like rolling for Fireball.

Of course, replicating the spell while keeping it as similar as possible is difficult. One key feature is that it only works against the weakest opponents first. That's pretty huge, because it doesn't allow you to sleep the boss while you beat on the minions. No other spell targets that way. It also targets a random number of creatures (including zero), and they don't get a save. It works best on creatures that are hurt badly. Finally, it scales fairly well (from what we can tell from the Starter Set monsters), although 5d8 averages to 22.5, which isn't much: you really use this against dinky or injured monsters, and while there is a chance it could hit something big, it could also do nothing. So how do you replicate as much of this as possible without making the spell even more complex than it is now?

One idea is to keep the basic information the same - duration, range, area, and that it targets creatures in ascending order of current HP (this is slightly less immersion-breaking to me than knowing exact totals) - but instead of rolling dice to count HP, the spell affects 1d3-1 creatures. Preparing the spell in a higher slot does nothing.

In effect, preparing Sleep in a higher spell slot only changes the strength of the monster it can affect. It technically also changes the number of monsters that can be affected, but in practical use it probably won't (large battles against lots of dinky monsters excepted). 1d4-1 ends up being fairly weak against dinky monsters but very strong against powerful monsters - potentially much stronger than the original spell, since you're not sacrificing a higher-level spell slot to get that strength. A first-level spell taking out a CR 20 monster is just too much.

You could have +1 target per spell slot level. But at higher levels it guarantees at least one or more targets are affected, which makes the above problem far worse.

So how do you weaken it against stronger monsters? You could add a Wisdom save. On a fail they sleep, but on a save they get their movement reduced by 10 feet until the duration is over or they take damage. If you want to preserve some of the idea that weaker monsters are more susceptible to the spell, you could also add that fleeing creatures get disadvantage on their saves.

Adding a Wisdom save adds complexity, but I like also adding the idea that the spell always does SOMETHING (unless your targeting roll is poor). The overall strength of the spell is lower since you have a chance to have nothing affected, and they could save. But you're still creating a first-level save-or-die vs. a single high-level monster.

So then you're back to HP as a limiter on what the spell can do. (There is no such thing as "monster level" and CR is even more immersion-breaking than HP as a quantifier, so they're out.) Instead of a save, you could limit the spell to only affecting monsters whose current HP is 10 or less. A scant few normally do, but once again this should work best on injured monsters. Then you could bring back the idea of scaling by saying each spell slot level adds 5 (or 10 - I'm not sure how the HP scaling works yet) to the maximum HP affected. However, this gets us almost all the way back to the thing I didn't like in the first place - knowing exact HP totals for monsters. It's better because you don't know the HP down to the number, but it's close. And it also removes the chance that it could work REALLY well and down something that was at full HP or actually dangerous.

So does anyone else have ideas? I doubt anyone cares that much, :) but other suggestions are welcome. So far my current houserule looks to be this: Sleep affects 1d3-1 creatures (ordered by lowest HP) whose current HP is 10 or less; +5 HP for each spell slot level. It's not much better but at least it doesn't require extra subtracting or knowing exact monster HP totals, even if it gives up some of the potential oomph of the spell.
 

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In my mind, it stalls the game with extra math and relies too much on knowing the exact HP value of monsters, which is oddly immersion-breaking compared to nearly everything else (Power Word spells notwithstanding). At least now you know how many dice you should use immediately and rolling for Sleep is like rolling for Fireball.

I'm trying to understand why you dislike it that much but am struggling.
1. How does "it stall the game with extra math", any more than a fireball or magic missile?
2. Sleep spell works best on weak & fatigued opponents, that is all one needs to know as the caster without breaking immersion. As DM you describe the opponents - slightly bruised, strained, confident..etc

If you want to change it, make it a two save mechanic: First (one) Fail creatures affected become drowsy and suffer some affects from the fatigue scale or whatever you feel comfortable with, Second (two) Failed save, sends them into a magical sleep. You can decide if both saves are made immediately or round by round or any other combination.

Increasing slot levels increases creatures/HD affected.

Perhaps 1st level affects 3HD, 2nd 5HD and so forth.

Anyways thats a quick draft. I personally prefer the spell as written - the HD is too static and I like the variance & discovery that comes with die rolling - lends itself well to the mystery of magic. Our groups treats all hit points as stamina, except the 1st which is meat, so it works for us. Good luck!
 

If your thread actually has the words "house rule" in the title, there's a strong chance it belongs in the House Rules forum. :)

I'll move it for you. Because I'm nice like that.
 

Thank you; of course you're right - I have been so zeroed in on the 5.0 stuff I completely forgot to use the right category. Thank you for moving it!
 

I am also not a fan of the HP threshold approach.

Original used HD, not 100 percent sure if you could implement that in 5E.

One compromise might be to use max HP, so that, say creatures with 20 or more HP get advantage on the save. It affects a certain of creatures, as you suggest. I would then allow an increase in that number (and HP cap) with leveling.
 

sleep bugs the crap out of me too. Why isn't this a standard save vs. mez spell??? This idiosyncratic hp-counting is really unnecessary and seems like a "disassociated mechanic."

My best house-rule idea was similar to yours: All creatures in the area make a Wisdom save. On a failure, those with less than 10 hit points fall asleep; those with 10 hit points or more can't take reactions until the end of their next turn. At higher levels, increase the threshold by 10 for each spell level.
 

This idiosyncratic hp-counting is really unnecessary and seems like a "disassociated mechanic."
100% agreed. It's so unlike anything else it really begs the question: why?

All creatures in the area make a Wisdom save. On a failure, those with less than 10 hit points fall asleep; those with 10 hit points or more can't take reactions until the end of their next turn. At higher levels, increase the threshold by 10 for each spell level.
Very nice. This way helps make sure you don't affect too many big monsters by putting the HP cap on HOW they are affected, as opposed to IF they are affected. It also involves less value-judging from the beginning; 'everything is affected' is much easier and you can just check HP totals if they fail their save.

The only thing that can be tricky here is that sleep is a 20' radius area burst within 90'; that's a HUGE amount of ground that can be covered by one spell, and if you affect everything in it (potentially) that's a lot of effect. On the other hand, it also makes it nearly impossible to use in close combat since you'll almost definitely hit your allies. I wonder if it's worth making it smaller - like a 10' radius area - but making the consequence a little better - like -10' to movement instead of losing your reaction. Also, just to be picky, it's easier to track "until the start of my next turn" for multiple affected monsters as opposed to "until the end of their next turn," which means tracking each affected monster separately (a nasty byproduct of 4.0 abilities). And it would be easier to use movement (something that probably won't happen on an enemy's turn) vs. reactions in this case, since enemies that suddenly get their reactions halfway through the round would be weird.

Has anyone done any quick math on monsters to tell if level 2 spells should be dropping 20 HP or 15 HP creatures? From the excerpt released online it looks like at least three CR2 monsters have 45 HP, so +10 per spell slot level may be appropriate. On the other hand, Fireball does 28 average damage (14 on a save) and that's a third level spell, so if Sleep can save-or-die creatures up to 30 HP, that may be too strong. Another way to think about it would be as a 9th level spell: it would save-or-die against anything up to 90 HP at +10 HP a level. Since Power Word Kill works on 100 HP or fewer, this is nearly as good (although it does allow saves). At +5 HP/level, it's only 50 HP, which seems a little safer for a first-level spell.

I think my new house rule will be: Sleep works in a 10' radius area burst. All creatures in the area make a Wisdom save. On a failure, those with 10 hit points or less fall asleep; those with more than 10 hit points have their movement reduced by 10 feet until the start of your next turn. Increase the HP threshold by 5 for each spell level.
 

I really like that the spell would be something like:

Target has to be one creature. At each spell level increase you can add an additional target.
Targeted creature makes a save on its turn.
On a failed save: Target becomes "drowsy", make another save while drowsy.
On a failed save while drowsy: falls asleep unconscious.
On a made save: Effect ends, target is drowsy for 1 more round.

Drowsy: -2 to perception checks, -2 to save vs. sleep effects.

A drowsy or asleep condition ends if the creature takes damage. Loud environment such as shouting or combat allow a save to cancel the conditions.

I think this is weak enough to warrant a 1st level spell but still useful.
 

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