Hold Person

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At a Glance

Level
2nd
School
Enchantment
Casting Time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Concentration
Yes

How Hold Person Works

Casting Time1 action
Range60 feet
ComponentsV, S, M (a small, straight piece of iron)
DurationConcentration, up to 1 minuteCONCENTRATION
Saving ThrowWisdom

Available to:

BardClericDruidSorcererWarlockWizard

At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Common Mistakes

Common Mistake
Forgetting that paralyzed creatures auto-fail Strength and Dexterity saves
Common Mistake
Not remembering that attacks against paralyzed creatures have advantage
Common Mistake
Forgetting that hits against paralyzed creatures within 5 feet are automatic critical hits
Common Mistake
Trying to use on non-humanoids - this only works on humanoids

DM Tips

DM Tip
This spell can completely shut down a humanoid enemy - very powerful for its level
DM Tip
Paralysis means automatic crits for melee attackers, which can delete bosses quickly
DM Tip
The repeated saves give the target a chance to break free, keeping it balanced
DM Tip
Consider having enemy spellcasters use this against the party's fighter or barbarian

Sources & Further Reading