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    Quick Answer

    Hold Person is a 2nd-level enchantment spell for Bards, Clerics, Druids, Sorcerers, Warlocks, and Wizards. Choose a humanoid within 60 feet: it makes a Wisdom save or is paralyzed for up to 1 minute (concentration), repeating the save at the end of each of its turns. Any attack that hits a paralyzed creature from within 5 feet is a critical hit.

    Overview

    Hold Person is a 2nd-level enchantment spell that paralyzes one humanoid. Six classes have it on their list, so most parties have someone who can cast it from 3rd level.

    A paralyzed creature can't move, speak, or take actions or reactions. It automatically fails Strength and Dexterity saves. Attacks against it have advantage, and any hit from within 5 feet is a critical hit. One failed save can hand your melee allies a round of guaranteed advantage and doubled damage dice.

    The catch is the target type. It only works on humanoids: bandits, cultists, guards, knights, orcs, and most player-character races. It does nothing to beasts, undead, giants, fiends, or monstrosities. The target also gets a new save at the end of each of its turns, so the hold is often short. Use it when allies are ready to hit the target before its next turn ends.

    Stat Block

    PropertyValue
    Level2
    SchoolEnchantment
    Casting Time1 action
    Range60 feet
    ComponentsV, S, M
    MaterialA small, straight piece of iron.
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackWIS
    ClassesBard, Cleric, Druid, Sorcerer, Warlock, Wizard

    When NOT to Use This

    • •The target is not a humanoid. Check the creature type first. An ogre is a giant and a zombie is undead.
    • •Nobody on your side can reach the target before its next turn. The crits need an attacker within 5 feet.
    • •The target has a strong Wisdom save. Casters like priests and mages often do.
    • •You are already concentrating on something more valuable.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent against a single humanoid with a weak Wisdom save.
    Action EconomyOne action can remove the target's turns and double your allies' damage dice.
    Opportunity CostConcentration, and a single save can end it each turn.

    When worth the slot: A humanoid boss or lieutenant, with melee allies close enough to attack it.

    When NOT worth the slot: Non-humanoids, high-Wisdom casters, or targets nobody can reach.

    Upcasting

    Each slot level above 2nd adds one more humanoid target. In the 2014 rules, all targets must be within 30 feet of each other. A 3rd-level slot holds two humanoids, a 4th-level slot holds three, and so on. Each target saves separately.

    Pro Tips

    Tip #1: Cast it right before your melee allies act.

    Why it works: The target saves again at the end of its own turn. Every ally who acts between your turn and the target's turn gets advantage and automatic crits from within 5 feet.

    This avoids the mistake of: Casting it when the target acts immediately after you and can shake it off before anyone attacks.

    Tip #2: Point it at weak Wisdom saves.

    Why it works: Martial humanoids like veterans, thugs, and guards usually have no bonus to Wisdom saves. They fail far more often than priests or mages.

    This avoids the mistake of: Casting it on the enemy cleric and watching it pass.

    Tip #3: Paladins and rogues love it.

    Why it works: A critical hit doubles every damage die in the attack. That includes Divine Smite dice and Sneak Attack dice.

    This avoids the mistake of: Holding a target while your biggest damage dealer is out of reach.

    Tip #4: Twin it if you are a sorcerer.

    Why it works: At 2nd level, Hold Person targets one creature, so Twinned Spell can add a second target for 2 sorcery points in the 2014 rules.

    This avoids the mistake of: Spending a 3rd-level slot just to hold two enemies.

    Common Mistakes to Avoid

    Casting it on non-humanoids

    Why it's bad: The spell says "choose a humanoid." Anything else is not a valid target.

    Do this instead: Check the creature type. For other creatures, use a spell like Banishment or Hold Monster.

    Thinking damage ends the paralysis

    Why it's bad: Damage to the target does not end Hold Person. The spell only ends on a successful save, when your concentration ends, or after 1 minute.

    Do this instead: Hit it as hard as you can. Protect your own concentration instead.

    Forgetting the repeat save

    Why it's bad: The target saves again at the end of each of its turns. The hold usually lasts a round or two, not a full minute.

    Do this instead: Plan your initiative order so allies attack before that save.

    Thinking ranged attackers get automatic crits

    Why it's bad: The automatic crit only happens when the attacker is within 5 feet of the paralyzed creature.

    Do this instead: Archers still get advantage. Move melee attackers in for the crits.

    Thinking elves resist it

    Why it's bad: Fey Ancestry gives advantage on saves against being charmed. Hold Person paralyzes; it does not charm.

    Do this instead: Treat elves like any other humanoid for this spell.

    Usage Tips

    • •Worked example: A 5th-level cleric with 16 Wisdom has a spell save DC of 14 (8 + 3 proficiency + 3 Wisdom). A veteran (Wisdom save +0) needs a 14 or higher, so it fails 65% of the time. A bandit captain (Wisdom save +2) needs a 12, so it fails 55% of the time. Each end-of-turn save has the same odds.
    • •What a crit is worth: A fighter's greatsword deals 2d6 + 3, an average of 10. On a crit it deals 4d6 + 3, an average of 17. A paladin's 2nd-level Divine Smite adds 3d8 (13.5), which becomes 6d8 (27) on a crit.
    • •See the full effects in the paralyzed condition guide. The incapacitated condition explains why the target loses reactions.
    • •Compare crit damage in the damage calculator, or roll it with the dice roller.
    • •Your concentration holds the spell. Read the concentration rules before you stand next to the enemy.
    • •Related guides: Suggestion and Charm Person for softer control, Dominate Person for full control at 5th level, and Faerie Fire for party-wide advantage. Browse the full spell guide index.

    Rules Notes

    • •The target must be a humanoid you can see within 60 feet.
    • •On a failed Wisdom save, it is paralyzed for the duration.
    • •At the end of each of its turns, it repeats the save. A success ends the spell on it.
    • •Paralyzed (2014): incapacitated, can't move or speak, automatically fails Strength and Dexterity saves, attacks against it have advantage, and hits from within 5 feet are critical hits.
    • •Each slot level above 2nd adds one humanoid target. In the 2014 rules, they must be within 30 feet of each other.
    • •Damage does not end the spell. Losing your concentration does.

    Synergies

    • •Paladins: Divine Smite dice double on a crit.
    • •Rogues: Advantage enables Sneak Attack, and the crit doubles those dice.
    • •Fireball: A paralyzed creature automatically fails Dexterity saves.
    • •Other Strength or Dexterity save effects: A paralyzed creature fails them automatically, so an ally's save-based spell is guaranteed to land in full.

    Anti-Patterns

    • •Casting it at a creature you didn't check was a humanoid.
    • •Casting it when nobody can reach the target this round.
    • •Upcasting for more targets that are farther than 30 feet apart (2014).

    Tactical Modules

    • •Boss lock: Hold the enemy leader right before your fighter and paladin act.
    • •Two-for-one: Upcast to 3rd level against two humanoid lieutenants standing near each other.
    • •Capture: Hold a fleeing humanoid so the party can reach it and tie it up before the spell ends.

    Countermeasures

    • •Threat: The target has a high Wisdom save. Response: Use a spell that targets a weaker save. Fallback: Have an ally cast Bane first, which subtracts 1d4 from its saves, or use Command for a one-round effect.
    • •Threat: Enemies attack you to break concentration. Response: Stay behind allies or in cover. Fallback: Recast if the target is still the main threat.
    • •Threat: An enemy caster dispels it. Response: Hold the enemy caster first. Fallback: Recast on the original target.

    Hold Person in the 2024 Rules

    The 2024 Player's Handbook keeps Hold Person as a 2nd-level enchantment spell for the same six classes. It still targets a humanoid within 60 feet, uses a Wisdom save, and lets the target repeat the save at the end of each of its turns.

    Three things changed. First, upcasting no longer requires the extra humanoids to be within 30 feet of each other. Second, the 2024 Paralyzed condition includes the Incapacitated condition, which in 2024 also breaks the target's own concentration and stops bonus actions. Third, the 2024 Twinned Spell works differently. It costs 1 sorcery point and raises the spell's effective level by 1, which adds one target.

    In the 2024 rules, Circle of the Land druids who choose polar land always have it prepared from druid level 3. Tieflings with the Abyssal legacy learn it at character level 5.

    Frequently Asked Questions

    What does Hold Person do in 5e?

    Hold Person forces a humanoid within 60 feet to make a Wisdom save. On a failure it is paralyzed for up to 1 minute while you concentrate. It repeats the save at the end of each of its turns and breaks free on a success.

    Does Hold Person work on monsters in 5e?

    Only on humanoids. Bandits, cultists, knights, orcs, and gnolls are humanoids. Ogres, zombies, dragons, fiends, and beasts are not. For those, you need Hold Monster or a different control spell.

    Do attacks against a held creature automatically crit in 5e?

    Yes, if the attack hits and the attacker is within 5 feet. Paralysis turns those hits into critical hits. Attacks from farther away still have advantage but are not automatic crits.

    Does damage end Hold Person in 5e?

    No. Damage to the paralyzed creature does not end the spell. It ends when the creature succeeds on a save at the end of its turn, when the caster loses concentration, or after 1 minute.

    How many targets can Hold Person affect in 5e?

    One at 2nd level, plus one more for each slot level above 2nd. In the 2014 rules all the targets must be within 30 feet of each other. The 2024 version drops that requirement.

    Can elves resist Hold Person in 5e?

    No more than anyone else. Fey Ancestry gives advantage on saves against being charmed. Hold Person paralyzes rather than charms, so the elf makes a normal Wisdom save.

    Is Hold Person good in 5e?

    Yes, against humanoids with weak Wisdom saves and with melee allies nearby. A failed save often means a round of automatic crits. It is wasted on non-humanoids and on casters with strong Wisdom saves.

    Can a paralyzed creature still act in 5e?

    No. Paralyzed includes incapacitated, so the creature can't take actions or reactions. In the 2014 rules it also can't move or speak. It still gets its end-of-turn Wisdom save.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

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