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Sleep is not a save-or-die spell (minor rant)
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<blockquote data-quote="aramis erak" data-source="post: 6772579" data-attributes="member: 6779310"><p>A Judiciously applies sleep can be a VERY powerful spell. (3+(2 * Spell Level))d8's is nothing to sneeze at. Especially since it affects based upon current HP, not maximum.</p><p></p><p>A 3rd level sleep (11d8) has an average effect of 50HP. Facing 6 knights with 67 HP each?, hit one a couple times, then sleep him with a 3rd level. He's now out of the fight, and the Rogue with the poisoned dagger can go put another 14d6 (1d6 weapon, +3d6 sneak +3d6 poison, all doubled for unconscious foe auto-crit) on him, with an expected 50 points of damage.</p><p></p><p>I've seen whack-whack-sleep-stab-stab work quite well. (Remember - they're still prone, so still advantage to be hit until their own turn if the first stab doesn't kill them.)</p><p></p><p>Or those mounted knights, making a pain of themselves by not being in range at the end of their turn? Sleep will drop their mounts, forcing them all to dex save or take a d6 themselves, and allowing you to catch up with them.</p><p></p><p>And a 9th level sleep? 21d8 is an expected 95 HP dropped. No save, no miss chance. Only way to save is to have more HP.</p><p></p><p>And better still... versus NPC parties, the wizards usually have lower HP than the fighters. So it preferentially takes out rogues and wizards.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6772579, member: 6779310"] A Judiciously applies sleep can be a VERY powerful spell. (3+(2 * Spell Level))d8's is nothing to sneeze at. Especially since it affects based upon current HP, not maximum. A 3rd level sleep (11d8) has an average effect of 50HP. Facing 6 knights with 67 HP each?, hit one a couple times, then sleep him with a 3rd level. He's now out of the fight, and the Rogue with the poisoned dagger can go put another 14d6 (1d6 weapon, +3d6 sneak +3d6 poison, all doubled for unconscious foe auto-crit) on him, with an expected 50 points of damage. I've seen whack-whack-sleep-stab-stab work quite well. (Remember - they're still prone, so still advantage to be hit until their own turn if the first stab doesn't kill them.) Or those mounted knights, making a pain of themselves by not being in range at the end of their turn? Sleep will drop their mounts, forcing them all to dex save or take a d6 themselves, and allowing you to catch up with them. And a 9th level sleep? 21d8 is an expected 95 HP dropped. No save, no miss chance. Only way to save is to have more HP. And better still... versus NPC parties, the wizards usually have lower HP than the fighters. So it preferentially takes out rogues and wizards. [/QUOTE]
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Sleep is not a save-or-die spell (minor rant)
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