You open a draught and a purple mist flows from you to a target creature. Roll 9d8; if the target creature has fewer current hit points than the total, then it falls unconscious. The target remains unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. If the target creature has more hit points than the rolled total, then it becomes drowsy and its speed is halved, it can’t take reactions, and it can’t make more than one melee or ranged attack during its turn. The target remains drowsy until it takes damage or until the spell ends.
Undead and creatures that are immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 3d8 for each slot level above the 2nd.
I found this spell that is basically a better sleep that is single target and scales better but I don't know if it is balanced. If it isn't how would you balance it?
1: Speed halved, can't take reactions, can't make more than one melee or ranged attack during this turn. This is slow.
2: The level scaling is more powerful than that of sleep. If sleep targets a bunch of different creatures with 5d8 (starting with most hitpoints) and scales at 2d8 from first level, a 3d8 scaling from a 9d8 second level gets you at 18d8 with a 5th level spell slot. As easy it is to wake up the target, that is a free round of crits. Sleep only gets you to 13d8. See the problem.
Here is what I would do to fix it:
Keep the scaling, and the debuff. Instead, just make the spell have a higher level base casting. A fourth level spell slot would be appropriate.
SLEEPING DRAUGHT
2nd-level enchantment
Casting Time: 1 action
Range: 20 feet
Components: V, S, M (a draught of liquid)
Duration: 1 minute
You open a draught and a purple mist flows from you to a target creature. Roll 9d8; if the target creature has fewer current hit points than the total, then it falls unconscious. The target remains unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. If the target creature has more hit points than the rolled total, then it becomes drowsy and its speed is halved, it can’t take reactions, and it can’t make more than one melee or ranged attack during its turn. The target remains drowsy until it takes damage or until the spell ends.
Undead and creatures that are immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 3d8 for each slot level above the 2nd.
I found this spell that is basically a better sleep that is single target and scales better but I don't know if it is balanced. If it isn't how would you balance it?
Yes it is a little too powerful. Here is why:
1: Speed halved, can't take reactions, can't make more than one melee or ranged attack during this turn. This is slow.
2: The level scaling is more powerful than that of sleep. If sleep targets a bunch of different creatures with 5d8 (starting with most hitpoints) and scales at 2d8 from first level, a 3d8 scaling from a 9d8 second level gets you at 18d8 with a 5th level spell slot. As easy it is to wake up the target, that is a free round of crits. Sleep only gets you to 13d8. See the problem.
Here is what I would do to fix it:
Keep the scaling, and the debuff. Instead, just make the spell have a higher level base casting. A fourth level spell slot would be appropriate.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
I think it's fine. Slow is a 3rd level spell and can affect multiple creatures. This affects just one, and the affect ends when damage is taken.
Only possible change I would make: total HP rolled must equal or beat half the current HP total to inflict the slow effect.