The Bard
Music is an incredibly integral piece of the Zelda Universe, change the flow of the world and even time itself. Due to this Bards are widespread and revered amongst most cultures within the world.
New Bard Spells
- Cantrips: Magnesis, Snapshot, Summon Scarecrow
- 1st Level: Chime, Conjure Weapon, Invert Time, Owl Flight, Recall, Stasis, Time Block
- 2nd Level: Bird’s Eyes, Double Time
- 3rd Level: Form to Fairy, Stormy Night, Time Sync
- 4th Level:
- 5th Level: Courageous Continue, Duel of Power, Wisdom’s Will
- 6th Level: Spell Spell
- 7th Level: Time Portal
- 8th Level:
- 9th Level: Time Jump
College of Faith
3rd Level: Inspire Life
Your songs are connected to the divine, increasing their healing potency. Healing from your Spellcasting and Bardic Inspiration is improved by your Charisma modifier.
3rd Level: Divine Hymns
By mixing music and religion your magic is able to cure ailments. As a bonus action you may expend a use of your Bardic Inspiration, rolling a Bardic Inspiration die and choosing a creature within 60 feet of you. That creature regains hit points equal to the number rolled on the Bardic Inspiration die and may immediately make a saving throw to end an effect currently affecting them.
6th Level: Channelsong
Your music can channel energy from the outer plains to keep undead at bay. As a Magic Action each Undead creature within 30 feet of you must make a Wisdom saving throw, becoming Dazed for 1 minute on a failed save. This Daze ends early if you are incapacitated or die.
10th Level: Songs of Ceremony
Many songs are connected to the divine energies of the universe and playing their full melodies can allow them to be called upon even when not prepared. Pick one of the following spell lists when you gain this feature. You may spend 1 minute singing to replicate a spell from that list:
14th Level: Herald’s Song
Your song can be used to herald in the divine impact of your deity. As a Magic action you begin singing for up to 10 minutes, filling your voice with the words of the divine. While concentrating on this singing you may use your bonus action to choose any number of targets that can hear you, splitting 30 points of healing or damage amongst those targets as you see fit. Creatures taking damage from this feature may use a Wisdom saving throw to ignore this damage and the damage dealt is either Psychic, Necrotic, or Radiant damage (your choice when you begin singing). Once you use this feature you can’t do so again until you complete a Long Rest or by expending four uses of your Bardic Inspiration.
Your songs are connected to the divine, increasing their healing potency. Healing from your Spellcasting and Bardic Inspiration is improved by your Charisma modifier.
3rd Level: Divine Hymns
By mixing music and religion your magic is able to cure ailments. As a bonus action you may expend a use of your Bardic Inspiration, rolling a Bardic Inspiration die and choosing a creature within 60 feet of you. That creature regains hit points equal to the number rolled on the Bardic Inspiration die and may immediately make a saving throw to end an effect currently affecting them.
6th Level: Channelsong
Your music can channel energy from the outer plains to keep undead at bay. As a Magic Action each Undead creature within 30 feet of you must make a Wisdom saving throw, becoming Dazed for 1 minute on a failed save. This Daze ends early if you are incapacitated or die.
10th Level: Songs of Ceremony
Many songs are connected to the divine energies of the universe and playing their full melodies can allow them to be called upon even when not prepared. Pick one of the following spell lists when you gain this feature. You may spend 1 minute singing to replicate a spell from that list:
- Songs of Currents: Wind Compass, Cyclone, Stormy Night
- Songs of Time: Sunrise/Sunset, Rewind Time, Time Sync
- Songs of Truth: Detect Magic, Guiding Light, Clairvoyance
14th Level: Herald’s Song
Your song can be used to herald in the divine impact of your deity. As a Magic action you begin singing for up to 10 minutes, filling your voice with the words of the divine. While concentrating on this singing you may use your bonus action to choose any number of targets that can hear you, splitting 30 points of healing or damage amongst those targets as you see fit. Creatures taking damage from this feature may use a Wisdom saving throw to ignore this damage and the damage dealt is either Psychic, Necrotic, or Radiant damage (your choice when you begin singing). Once you use this feature you can’t do so again until you complete a Long Rest or by expending four uses of your Bardic Inspiration.
College of Games
3rd Level: Lucky 7
When you or an ally spends a Bardic Inspiration die, roll an additional d6. If the total of the rolled dice is equal to 7, add 7 to the inspiration die’s initial roll. If not, use only the initial die in your inspiration die roll.
3rd Level: Treasure Box
You may choose to expend a spell slot as an action to randomize the spell you cast. Roll percentile dice a number of times equal to the level of the spell slot expended. When you do so you immediately cast one of the spells from the following table with a number equal to one of your dice rolls. The spell is always cast with a spell slot of its level.
When you or an ally spends a Bardic Inspiration die, roll an additional d6. If the total of the rolled dice is equal to 7, add 7 to the inspiration die’s initial roll. If not, use only the initial die in your inspiration die roll.
3rd Level: Treasure Box
You may choose to expend a spell slot as an action to randomize the spell you cast. Roll percentile dice a number of times equal to the level of the spell slot expended. When you do so you immediately cast one of the spells from the following table with a number equal to one of your dice rolls. The spell is always cast with a spell slot of its level.
1-Acid Splash
2-Chill Touch 3-Eldritch Blast 4-Fire Bolt 5-Guidance 6-Produce Flame 7-Ray of Frost 8-Sacred Flame 9-Vicious Mockery 10-Bane 11-Bless 12-Burning Hands 13-Charm Person 14-Chromatic Orb 15-Color Spray 16-Command 17-Comprehend Languages 18-Create or Destroy Water 19-Cure Wounds 20-Detect Magic 21-Disguise Self 22-Divine Favor 23-Entangle 24-Expeditious Retreat 25-Faerie Fire |
26-False Life
27-Fog Cloud 28-Grease 29-Guiding Bolt 30-Healing Word 31-Hideous Laughter 32-Hunter’s Mark 33-Jump 34-Longstrider 35-Magic Missile 36-Sanctuary 37-Shield of Faith 38-Sleep 39-Thunderwave 40-Acid Arrow 41-Barkskin 42-Blindness/Deafness 43-Blur 44-Calm Emotions 45-Continual Flame 46-Darkness 47-Detect Thoughts 48-Enhance Ability 49-Enlarge/Reduce 50-Flame Blade |
51-Flaming Sphere
52-Gust of Wind 53-Heat Metal 54-Invisibility 55-Levitate 56-Magic Weapon 57-Mirror Image 58-Moonbeam 59-Ray of Enfeeblement 60-Scorching Ray 61-Shatter 62-Silence 63-Spike Growth 64-Web 65-Bestow Curse 66-Blink 67-Conjure Animals 68-Dispel Magic 69-Fear 70-Fireball 71-Fly 72-Haste 73-Lightning Bolt 74-Mass Healing Word 75-Protection From Energy |
76-Sleet Storm
77-Slow 78-Stinking Cloud 79-Wind Wall 80-Banishment 81-Confusion 82-Ice Storm 83-Polymorph 84-Resilient Sphere 85-Stoneskin 86-Animate Objects 87-Cloudkill 88-Flame Strike 89-Hold Monster 90-Telekinesis 91-Chain Lightning 92-Disintegrate 93-Heal 94-Wall of Ice 95-Arcane Sword 96-Forcecage 97-Reverse Gravity 98-Incendiary Cloud 99-Sunburst 100-Meteor Swarm |
6th Level: Roulette Surge
When casting a spell through your Treasure Box feature using a spell slot of second level or higher you may choose one of the second percentile die rolls to empower the spell being cast, granting it an additional effect as shown in the Treasure Box spell table in the Roulette Surge column. If the effect is invalid for the spell being cast it cannot be chosen and if it calls for a target it affects all creatures within the spell’s area of effect.
When casting a spell through your Treasure Box feature using a spell slot of second level or higher you may choose one of the second percentile die rolls to empower the spell being cast, granting it an additional effect as shown in the Treasure Box spell table in the Roulette Surge column. If the effect is invalid for the spell being cast it cannot be chosen and if it calls for a target it affects all creatures within the spell’s area of effect.
1-The spell’s damage type is acid.
2-The spell’s damage type is necrotic.
3-The spell’s damage type is force.
4-The spell’s damage type is fire.
5-The spell’s damage type is lightning.
6-The target of the spell begins burning, taking 1d6 fire damage each round until they spend a bonus action to put it out.
7-The spell’s damage type is cold.
8-The spell’s damage type is radiant.
9-The spell’s damage type is psychic.
10-The target has disadvantage on attack rolls until the end of your next turn.
11-The target has advantage on attack rolls until the end of your next turn.
12-The area created by the spell area is increased by 5 feet, if applicable.
13-The target has advantage on their next Charisma check they make this day.
14-The target loses all resistances, immunities, and vulnerabilities to damage types until the end of your next turn.
15-The target has disadvantage on Wisdom saving throws until the end of your next turn.
16-The target has disadvantage on Charisma saving throws until the end of your next turn.
17-The target has advantage on their next Intelligence check they make this day.
18-The spell’s damage type is bludgeoning.
19-The target regains 1d8 hit points.
20-The target has advantage on their next Wisdom check they make this day.
21-The target swaps places with a different creature within the spell’s range after the spell is cast.
22-The target makes their next skill check with advantage.
23-The spell’s damage type is slashing.
24-The target has their speed doubled until the end of your next turn.
25-The target cannot become invisible for the next minute.
26-The target has advantage on their next Constitution check they make this day.
27-The target is blinded until the end of your next turn.
28-The spell’s damage type is poison.
29-The next attack roll made against the target by the end of the next round has advantage.
30-The spell grants the target 1d4 temporary hit points.
31-The target automatically loses their concentration.
32-The spell’s damage type is piercing.
33-The target has advantage on their next Strength check they make this day.
34-The target has advantage on their next Dexterity check they make this day.
35-The target’s next ranged attack automatically hits.
36-The target cannot take any action that deals damage next round.
37-The next ranged attack against the target automatically misses.
38-The spell’s target has disadvantage on Constitution saving throws until the end of your next turn.
39-The spell’s damage type is thunder.
40-The spell splashes to all creatures within 5 feet of its initial target.
41-The target has +2 AC until the end of your next turn.
42-The target is deafened until the end of your next turn.
43-The next melee attack against the target automatically misses.
44-The spell’s target has disadvantage on Strength saving throws until the end of your next turn.
45-The target sheds light as though they were a torch for the next minute.
46-Light sources within 30 feet of the target are suppressed for the next minute.
47-The spell’s target has disadvantage on Intelligence saving throws until the end of your next turn.
48-The target’s next d20 roll is treated as though they had a 20 in a single stat of their choice.
49-The target becomes tiny until the end of your next turn.
50-The target’s weapon attacks deal 1d6 additional fire damage until the end of your next turn.
51-Creatures that attack the target before the end of your next turn with melee attacks take 1d6 fire damage.
52-The target is pushed 10 feet away from you.
53-The target immediately drops what it is holding.
54-The target becomes invisible until the end of your next turn.
55-The spell’s target has disadvantage on Dexterity saving throws until the end of your next turn.
56-The target’s weapon becomes magical until the end of your next turn.
57-A clone of the target appears within the spell’s range. This clone copies that creature’s next movement and action but cannot cast spells, activate items, or use abilities that can only be used a specific number of times per long rest.
58-The target reverts to their original form and cannot change shape for 1 minute.
59-The target cannot regain hit points until the end of your next round.
60-The spell targets one additional target within its range.
61-Objects within the area lose their damage threshold, allowing them to take damage from all sources until the spell is no longer active.
62-The target cannot speak or cast spells that require verbal components until the end of your next turn.
63-The target takes 1d4 points of piercing damage for every 5 feet it moves before the end of your next turn.
64-The target is immobilized until the end of your next turn.
65-Attacks against the target deal 1d8 additional necrotic damage until the end of your next turn.
66-The target can teleport up to 10 feet as a bonus action until the end of your next turn.
67-One wolf is summoned adjacent to the target or within the spell’s range. This wolf remains for 1 minute or until it is reduced to 0 hit points and obeys your commands to the best of its ability.
68-One magical effect on the target is immediately dispelled.
69-The target is frightened by you until the end of your next turn.
70-The spell deals maximum damage on its damage dice.
71-The target gains a fly speed of 50 feet until the end of your next turn.
72-You may cast a cantrip this round as a bonus action.
73-The target cannot take reactions until the end of your next turn.
74-A number of creatures up to your Charisma modifier within the spell’s area are immune to its effects.
75-The target has resistance to all damage that isn’t bludgeoning, piercing, or slashing until the end of your next turn.
76-The ground below the spell becomes slippery for its duration. Creatures who walk on it must make a Dexterity saving throw or fall prone.
77-The target has its speed halved until the end of your next turn.
78-The target is poisoned until the end of your next turn.
79-The range of the spell is doubled.
80-The target disappears until the end of your next turn, unable to take actions or be targeted in any way. They reappear in the nearest unoccupied space where they disappeared from.
81-The target is charmed by you until the end of your next turn.
82-The target is encased in a dome of ice. This ice has 50 hit points, an AC of 10, and vulnerability to fire damage. Creatures within the dome cannot be targeted by creatures outside of it and vice-versa.
83-The target gains a swim speed of 50 feet until the end of your next turn.
84-The duration of the spell is doubled.
85-The target is petrified until the end of your next turn.
86-Objects within the spell’s area become animated, becoming able to move and obey your commands until the end of your next turn.
87-You may use your action to repeat the spell on your next turn. This second spell must be cast on an area or target within 10 feet of the original one.
88-Choose one of the damage types dealt by the spell. That spell deals additional radiant damage equal to the same amount of damage the spell dealt of the chosen type.
89-The target is paralyzed until the end of your next turn.
90-The target is pulled 10 feet away from you.
91-The spell targets 1d4 additional targets within 30 feet of the initial target.
92-The spell ignores cover (excluding full cover).
93-Diseases and negative status conditions on the target immediately end.
94-The target is stunned until the end of your next turn.
95-You manifest a magical sword for 1 minute that you are proficient with. You may use your Charisma modifier for attack and damage rolls with the sword and when you score a critical hit with the sword you may immediately cast the spell that manifested this sword as a bonus action without expending a spell slot.
96-The target cannot teleport or travel to a different plane for the next 10 minutes.
97-The target’s gravity is reversed until the end of the next round. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach to avoid falling when this happens.
98-The spell leaves behind an area of fog and smoke for 1 minute, heavily obscuring the area. A mild wind can remove this smoke early.
99-The target’s next melee attack is automatically a critical hit.
100-The spell now hits all creatures in a 1-mile radius sphere, centered on yourself.
2-The spell’s damage type is necrotic.
3-The spell’s damage type is force.
4-The spell’s damage type is fire.
5-The spell’s damage type is lightning.
6-The target of the spell begins burning, taking 1d6 fire damage each round until they spend a bonus action to put it out.
7-The spell’s damage type is cold.
8-The spell’s damage type is radiant.
9-The spell’s damage type is psychic.
10-The target has disadvantage on attack rolls until the end of your next turn.
11-The target has advantage on attack rolls until the end of your next turn.
12-The area created by the spell area is increased by 5 feet, if applicable.
13-The target has advantage on their next Charisma check they make this day.
14-The target loses all resistances, immunities, and vulnerabilities to damage types until the end of your next turn.
15-The target has disadvantage on Wisdom saving throws until the end of your next turn.
16-The target has disadvantage on Charisma saving throws until the end of your next turn.
17-The target has advantage on their next Intelligence check they make this day.
18-The spell’s damage type is bludgeoning.
19-The target regains 1d8 hit points.
20-The target has advantage on their next Wisdom check they make this day.
21-The target swaps places with a different creature within the spell’s range after the spell is cast.
22-The target makes their next skill check with advantage.
23-The spell’s damage type is slashing.
24-The target has their speed doubled until the end of your next turn.
25-The target cannot become invisible for the next minute.
26-The target has advantage on their next Constitution check they make this day.
27-The target is blinded until the end of your next turn.
28-The spell’s damage type is poison.
29-The next attack roll made against the target by the end of the next round has advantage.
30-The spell grants the target 1d4 temporary hit points.
31-The target automatically loses their concentration.
32-The spell’s damage type is piercing.
33-The target has advantage on their next Strength check they make this day.
34-The target has advantage on their next Dexterity check they make this day.
35-The target’s next ranged attack automatically hits.
36-The target cannot take any action that deals damage next round.
37-The next ranged attack against the target automatically misses.
38-The spell’s target has disadvantage on Constitution saving throws until the end of your next turn.
39-The spell’s damage type is thunder.
40-The spell splashes to all creatures within 5 feet of its initial target.
41-The target has +2 AC until the end of your next turn.
42-The target is deafened until the end of your next turn.
43-The next melee attack against the target automatically misses.
44-The spell’s target has disadvantage on Strength saving throws until the end of your next turn.
45-The target sheds light as though they were a torch for the next minute.
46-Light sources within 30 feet of the target are suppressed for the next minute.
47-The spell’s target has disadvantage on Intelligence saving throws until the end of your next turn.
48-The target’s next d20 roll is treated as though they had a 20 in a single stat of their choice.
49-The target becomes tiny until the end of your next turn.
50-The target’s weapon attacks deal 1d6 additional fire damage until the end of your next turn.
51-Creatures that attack the target before the end of your next turn with melee attacks take 1d6 fire damage.
52-The target is pushed 10 feet away from you.
53-The target immediately drops what it is holding.
54-The target becomes invisible until the end of your next turn.
55-The spell’s target has disadvantage on Dexterity saving throws until the end of your next turn.
56-The target’s weapon becomes magical until the end of your next turn.
57-A clone of the target appears within the spell’s range. This clone copies that creature’s next movement and action but cannot cast spells, activate items, or use abilities that can only be used a specific number of times per long rest.
58-The target reverts to their original form and cannot change shape for 1 minute.
59-The target cannot regain hit points until the end of your next round.
60-The spell targets one additional target within its range.
61-Objects within the area lose their damage threshold, allowing them to take damage from all sources until the spell is no longer active.
62-The target cannot speak or cast spells that require verbal components until the end of your next turn.
63-The target takes 1d4 points of piercing damage for every 5 feet it moves before the end of your next turn.
64-The target is immobilized until the end of your next turn.
65-Attacks against the target deal 1d8 additional necrotic damage until the end of your next turn.
66-The target can teleport up to 10 feet as a bonus action until the end of your next turn.
67-One wolf is summoned adjacent to the target or within the spell’s range. This wolf remains for 1 minute or until it is reduced to 0 hit points and obeys your commands to the best of its ability.
68-One magical effect on the target is immediately dispelled.
69-The target is frightened by you until the end of your next turn.
70-The spell deals maximum damage on its damage dice.
71-The target gains a fly speed of 50 feet until the end of your next turn.
72-You may cast a cantrip this round as a bonus action.
73-The target cannot take reactions until the end of your next turn.
74-A number of creatures up to your Charisma modifier within the spell’s area are immune to its effects.
75-The target has resistance to all damage that isn’t bludgeoning, piercing, or slashing until the end of your next turn.
76-The ground below the spell becomes slippery for its duration. Creatures who walk on it must make a Dexterity saving throw or fall prone.
77-The target has its speed halved until the end of your next turn.
78-The target is poisoned until the end of your next turn.
79-The range of the spell is doubled.
80-The target disappears until the end of your next turn, unable to take actions or be targeted in any way. They reappear in the nearest unoccupied space where they disappeared from.
81-The target is charmed by you until the end of your next turn.
82-The target is encased in a dome of ice. This ice has 50 hit points, an AC of 10, and vulnerability to fire damage. Creatures within the dome cannot be targeted by creatures outside of it and vice-versa.
83-The target gains a swim speed of 50 feet until the end of your next turn.
84-The duration of the spell is doubled.
85-The target is petrified until the end of your next turn.
86-Objects within the spell’s area become animated, becoming able to move and obey your commands until the end of your next turn.
87-You may use your action to repeat the spell on your next turn. This second spell must be cast on an area or target within 10 feet of the original one.
88-Choose one of the damage types dealt by the spell. That spell deals additional radiant damage equal to the same amount of damage the spell dealt of the chosen type.
89-The target is paralyzed until the end of your next turn.
90-The target is pulled 10 feet away from you.
91-The spell targets 1d4 additional targets within 30 feet of the initial target.
92-The spell ignores cover (excluding full cover).
93-Diseases and negative status conditions on the target immediately end.
94-The target is stunned until the end of your next turn.
95-You manifest a magical sword for 1 minute that you are proficient with. You may use your Charisma modifier for attack and damage rolls with the sword and when you score a critical hit with the sword you may immediately cast the spell that manifested this sword as a bonus action without expending a spell slot.
96-The target cannot teleport or travel to a different plane for the next 10 minutes.
97-The target’s gravity is reversed until the end of the next round. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach to avoid falling when this happens.
98-The spell leaves behind an area of fog and smoke for 1 minute, heavily obscuring the area. A mild wind can remove this smoke early.
99-The target’s next melee attack is automatically a critical hit.
100-The spell now hits all creatures in a 1-mile radius sphere, centered on yourself.
10th Level: Press Luck
When an ally is healed or an enemy is damaged by a spell you cast you may press your luck, rerolling the damage or healing die rolls used for the spell. If the new die roll is equal to or lower than the previous die roll you treat the die roll as a 0. If the die roll is higher you may choose to accept the roll or press your luck again.
14th Level: Rigged Dice
Sometimes a die roll is so important you have to influence it to go your way no matter what. When you decide to use this feature, you determine what that die roll will be (provided it’s a number that can be rolled on the dice that roll calls for). You must take a Long Rest before using this feature again.
When an ally is healed or an enemy is damaged by a spell you cast you may press your luck, rerolling the damage or healing die rolls used for the spell. If the new die roll is equal to or lower than the previous die roll you treat the die roll as a 0. If the die roll is higher you may choose to accept the roll or press your luck again.
14th Level: Rigged Dice
Sometimes a die roll is so important you have to influence it to go your way no matter what. When you decide to use this feature, you determine what that die roll will be (provided it’s a number that can be rolled on the dice that roll calls for). You must take a Long Rest before using this feature again.
College of the Wind Fish
3rd Level: Sleep Specialty
You are exceptionally gifted in making others fall asleep. You always have the Sleep spell prepared. When you cast Sleep you may expend any number of your Bardic Inspiration dice to add those rolls to the amount of hit points worth of creatures you can put to sleep.
3rd Level: Regulate Rest
Your power over sleep helps you better regulate the body’s need for it. The amount of time required for you and allies within 30 feet of you to benefit from a Short or Long rest is cut in half and they have advantage against saving throws that would put them to sleep.
In addition if allies within 30 feet of you are asleep you may use a bonus action to immediately wake them up.
6th Level: Dreamweaving
Your mastery over sleep and dreams has become potent enough to put people into a deeper sleep than normal. When a creature would use an action to awaken someone from a deep sleep the sleeping creature makes a Wisdom saving throw with a DC equal to your spellcasting DC, staying asleep on a failed save. If a creature remains asleep for the spell’s full duration that creature has its dreams shaped by you as though you were a messenger in a Dream spell targeting that creature.
10th Level: Naptime
You gain more subtle control over your ability to make others fall asleep, allowing you to cast the Sleep spell as though it were a cantrip. Casting Sleep in this way makes it only affect 3d8 worth of hit points instead of its normal amount.
14th Level: Sleepwalker
You can use your action to take total and precise control over a creature who is currently asleep due to your Sleep spell. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. This ends early if the creature wakes up beforehand.
You are exceptionally gifted in making others fall asleep. You always have the Sleep spell prepared. When you cast Sleep you may expend any number of your Bardic Inspiration dice to add those rolls to the amount of hit points worth of creatures you can put to sleep.
3rd Level: Regulate Rest
Your power over sleep helps you better regulate the body’s need for it. The amount of time required for you and allies within 30 feet of you to benefit from a Short or Long rest is cut in half and they have advantage against saving throws that would put them to sleep.
In addition if allies within 30 feet of you are asleep you may use a bonus action to immediately wake them up.
6th Level: Dreamweaving
Your mastery over sleep and dreams has become potent enough to put people into a deeper sleep than normal. When a creature would use an action to awaken someone from a deep sleep the sleeping creature makes a Wisdom saving throw with a DC equal to your spellcasting DC, staying asleep on a failed save. If a creature remains asleep for the spell’s full duration that creature has its dreams shaped by you as though you were a messenger in a Dream spell targeting that creature.
10th Level: Naptime
You gain more subtle control over your ability to make others fall asleep, allowing you to cast the Sleep spell as though it were a cantrip. Casting Sleep in this way makes it only affect 3d8 worth of hit points instead of its normal amount.
14th Level: Sleepwalker
You can use your action to take total and precise control over a creature who is currently asleep due to your Sleep spell. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. This ends early if the creature wakes up beforehand.