Upgrades for the wizard who really, really loves the Sleep spell.
- Reroll 1s with sleep spell "damage".
- Increase spell level by 1 to ignore 2 chosen targets from the sleep spell, instead of additional "damage".
- Free bonus "level" when cast. Choosing any "cast at higher level" effect.
- Deep sleep: waking up from your sleep effects requires unconscious creatures to make a Wis save, each damage taken reduces this DC by 5.
- Your sleep spell duration is the target's typical sleep cycle or until woken as per description.
- Nightmare: each round a target is asleep by your sleep spell, they take 1d8 psychic damage. This damage has no chance to wake them per the sleep spell description.
- Sleepy: you can spend "sleep damage" to impose other effects for 1 minute (unless noted). The target can save against all these effects at the end of each of their turns:
- 10 damage: disadvantage on all saves to wake up from sleep until woken
- 10 damage: disadvantage on perception checks
- 30 damage: speed halved
- 50 damage: disadvantage on attacks and saves