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D&D: Ritual Spells for When You Need a Good Night’s Sleep

3 Minute Read
Aug 1 2022
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One of the biggest power fantasies in D&D is that you can ensure you’ll get eight hours of uninterrupted sleep. These spells will help.

When you want to take a long rest in D&D, you are living the dream of 2022. Eight solid hours of shuteye. Just a deep, refreshing sleep that leaves you feeling rested and awake the next morning. Can you imagine it? Can you imagine looking in the mirror and not seeing a haunted specter, but rather an actual human being? Or Elf, or Tiefling, or whatever you’re playing as.

Well, wonder no more. These five spells will help you get a good night’s rest every time. At least in D&D.

Arcane Lock

One of the first challenges you’ll have with getting a long rest in D&D is making sure you stay safe. If you are in the middle of a dungeon, a wandering monster could come along. Those goblins who ran away during the fight could come back. And sure, you might not die, you won’t get that good rest. And without that, come serious penalties. Fortunately, Arcane Lock is a spell that magically locks any door.

Only the magic password will open it. Anyone else will have to try impossibly hard to break through.

Alarm

Alarm is another great spell for making sure that you wake up the next morning. The spell lasts eight hours, and it guards you against unwanted intruders.

For eight hours, the spell protects you. It will make an audible or mental ping any time something would set it off.

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You won’t ever be caught sleeping on the job with this spell.

Tiny Hut

Perhaps the ultimate way to make sure you can stay safe. Tiny Hut is a magical dome of force that allows you and up to ten friends to take shelter inside a magical barrier. No creature, spell, or object can pass through it.

So you’re guaranteed safety, even if you can’t guarantee comfort.

Magnificent Mansion

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However, with Magnificent Mansion you can guarantee not only comfort but luxury.

With Magnificent Mansion you get a massive 500-cubic foot floorplan that contains a nine-course banquet that can feed up to 100 people.

A staff of near-transparent servants attend any who enter, and only the people you designate can enter your magical mansion. So while here, you can have privacy, the perfect atmosphere, and a good meal when you awake the next day.

Sleep

Of course, if you have trouble falling asleep in the first place, none of that is any good. That’s where Sleep comes in. This spell sends creatures into a magical slumber.

Now you’ll have to be careful with this one, not because it’s habit forming, but because you might have too many hit points for it to work on yourself.

It starts with 5d8 damage but goes up to a maximum of 21d8 if you spend a 9th-level slot on this. So try and roll well. Or lower your hit points. It’s fine, you’ll get ’em all back at the end of your nice long rest.

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Author: J.R. Zambrano
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