Damage on sleep


Rules Questions

Sovereign Court

Is there any RAW way to set up your armor etc to do a point of damage to you should you fall asleep?


A while back, in a 5e Magic item homebrew thread, I saw one item that was apparently a 'magic item'. It was a tack, or multiple tacks, placed inside your armour to deal damage to you when you fell. Just a single point, but enough. Hopefully, that point of damage doesn't kill you :3


Charon's Little Helper wrote:
Is there any RAW way to set up your armor etc to do a point of damage to you should you fall asleep?

No, not that I know of

Sovereign Court

Garbage-Tier Waifu wrote:
A while back, in a 5e Magic item homebrew thread, I saw one item that was apparently a 'magic item'. It was a tack, or multiple tacks, placed inside your armour to deal damage to you when you fell. Just a single point, but enough. Hopefully, that point of damage doesn't kill you :3

That was the sort of thing I was thinking. It probably wouldn't be worth putting in at level 1, but at level 10 a single point of damage doesn't mean much.

The nearest thing I can find in Pathfinder is to just put smelling salts up your nose so that you get an automatic reroll on your save.


Contingency with some other minor spell with the condition of falling asleep while wearing your armor. It's a sixth level spell, but it would last at least 11 days.


Charon's Little Helper wrote:
Garbage-Tier Waifu wrote:
A while back, in a 5e Magic item homebrew thread, I saw one item that was apparently a 'magic item'. It was a tack, or multiple tacks, placed inside your armour to deal damage to you when you fell. Just a single point, but enough. Hopefully, that point of damage doesn't kill you :3

That was the sort of thing I was thinking. It probably wouldn't be worth putting in at level 1, but at level 10 a single point of damage doesn't mean much.

The nearest thing I can find in Pathfinder is to just put smelling salts up your nose so that you get an automatic reroll on your save.

That...that'll hurt you. Possibly. If you have them in for long enough. If not, it'd probably burn your nasal cavity and throat. And I doubt you could feasibly get your body not to violently react to the smelling salts in the first place, so you'd be making Fort saves every round to not crumple over from the intensity of having them up your nose. Even a small amount in a brief window causes your body to violently react, hence why they are used to wake you up from fainting.

Clever but no DM worth their 'salt' would let you get away with that XD

Maybe a custom magic item with a contingency prestidigitation to cause a smelling salt scent under your nose when you fall asleep? I'm not sure what the cost of that would be, but given it's contingency'ing a cantrip, I would think it would be SLIGHTLY cheaper than normal.


Garbage-Tier Waifu wrote:
Clever but no DM worth their 'salt' would let you get away with that XD

More to the point, smelling salts are not a duration thing. They take their effect when applied. If you apply them when their is no applicable condition they don't do anything, but they also don't hang around until they might be needed.

Sovereign Court

Smelling salts do work RAW that way (the description says specifically that they last hours when open - so just get a new one each day), but I agree that they probably don't RAI, and that most GMs wouldn't let you get away with it. I merely pointed it out as an interesting tidbit - not with any intention to use.

I will say - a RAW benefit of a familiar is that you could easily instruct them to wake you up if you fall asleep.


It'd be interesting if you tried to sleep in that armour while forgetting its 'enhancement'. 'You get no rest that night. Let's see how many times you tried to fall asleep and how much damage you took as a result. And of course no healing because each time you came close you injured yourself. Where's those hyper-exhaustion rules?'

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