Enemies do try and push you into chasms if they can, it would be more noticeable if battles lasted longer.
They also shove their allies to wake them up form sleep for example. Makes sleep less of a free CC early game if you do it close to another enemy that takes a turn right after.
Sleep's 5e 24 hp limit makes it worthless. I selected it as one of the spells for my Warlock thinking it would be my workhorse in the early game, but I never used it once. There were barely any fights where there were enough enemies in that HP range anyway, and when I considered that my duel wielding warlock/fighter could do between 10-20 damage a turn (+ some bonus damage if I used hellish rebuke for my spells as a reaction) I found that just doing 24 damage within 1 to 2 turns was more helpful at reducing the number of enemies than 24 hp worth of sleep was.
It seems like it would be a pretty strong lvl 1 spell, where you could sleep 3 or maybe even 4 different enemies. But that was pretty much just the tutorial ship.
And playing on tactician with the enemy HP boost made it even less viable.
It's HP left, not total HP. Jesus all you phaggots are determined to keep banging your head into the same wall. You use it because it's also no save, so 100% hit chance, and even AoE if you've got several targets down low. Or don't. Just don't rag on something you haven't bothered to test.
Why Dual Wield a Warlock? Why the Fighter? Pact of the Blade already gets extra attack at lvl 5 and lets you use CHR stat on any weapon in the game. Just whale with the best available two-hander and let yourself get hit with Phys Resist to trigger Armor of Agathis. Bonus points for adding on no save Ray of Enfeeblement (preferably from someone with actual spell slots) if you're fighting a boss. Multiclassing Warlock costs you the best class feature, which is auto-upcast.
The 24 hp limit makes sleep pretty worthless, again aside from maybe lvl 1 or 2. Doesn't change much whether it is HP left or max HP. If I have an enemy down to under 20hp, I would rather just cause 20 damage and kill them so they are out of the fight permanently them than waste a turn casting sleep to temporarily remove them from the fight. Once you can regularly cause 15+ damage with an action, whether it is attacks or spells, sleep is just wasting one of your turns to waste one of the enemy turns. Which is really just a wash, and gives you no advantage.
I did fighter/warlock because I really want to just play a fighter (my first playthrough in most D&D games is usually a fighter). But due to the 4 character limit my character needs to fulfill some other roles. I pick the NPCs in my party based on what characters I want to interact with rather than their classes or utility. And that is one figher(LZ), one barbarian(Karlach), and one cleric(Shadowheart).
As a result my character needs to cover lockpicking and disarming and I also wanted to have at least some arcane spell casting. I had to restart with a new character (although when I was still early in act I when I saw the available companions it became clear I was gonna be without thief and arcane magic support) and since my highest stats were 16 Dex (for lockpicking and disarming) and 16 Cha (Since I am always the one talking), I went with Warlock as my arcane caster class to multi with. Since then I have picked up an item that gives me 18 dex. So that is definitely the stat I want to use with my weapons, not Charisma.
If I could have a proper 6 person party, there would be less need to gimp my character just to cover needed party roles. Trust me, I would much rather have a regular non-multiclassed fighter that doesn't need to pump so many points into Cha, although I was still planning on trying out a dex fighter rather than a str fighter. Although I am pretty disappointed with Fighters in D&D 5e, tbh.
I really hate the modern trend that fighters need to be dudes that do a bunch of special attacks rather than just being guys that are good at hitting things regularly to cause steady damage and absorbing damage to protect the party. I blame video games for having passed this "Everyone needs a bunch of special abilities to be fun!" idea down to tabletop.