Whenever you cast a spell of 1st level or higher using a spell slot, the Sandman demands his due. After the spell is cast and its immediate effects are resolved, roll a d20 and apply the corresponding effect:
1–10: The Sandman Claims You. Make a Constitution saving throw against your own spell save DC. On a failed save, you fall unconscious for 1 minute. While unconscious in this way, you repeat the saving throw at the end of each of your turns, ending the effect on yourself on a success. The effect also ends if you take damage or if another creature uses an action to shake you awake.
11–20: The Sandman Claims Them. Each other creature that takes damage from the spell or fails a saving throw against it must succeed on a Constitution saving throw against your spell save DC or fall unconscious until the end of your next turn. The effect ends early if the creature takes damage or if another creature uses an action to shake it awake.
A creature immune to the unconscious condition is unaffected by this curse. Falling unconscious causes you to lose concentration as normal.
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