Hold Person spell icon: a pair of manacles
Icon by Lorc, CC BY 3.0

Hold Person 5e spell

2nd-level enchantment (concentration) · 2024 version below

Casting time
1 action
Range
60 feet
Components
V, S, M (A small, straight piece of iron)
Duration
Concentration, Up to 1 minute
School
Enchantment
Level
2
Saving throw
Wisdom

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 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.

How Hold Person plays

Choose a humanoid you can see within 60 feet. It makes a Wisdom saving throw, and if it fails, it’s paralyzed for up to a minute while you concentrate. It gets another save at the end of each of its turns to break free.

Paralyzed is one of the harshest conditions in the game. The target can’t move, speak or act, it automatically fails Strength and Dexterity saves, attacks against it have advantage, and any hit from an attacker within 5 feet is a critical hit. A fighter or paladin standing next to a held enemy can often kill it in one turn.

When to pick Hold Person

Common questions

What counts as a humanoid for Hold Person?

Creatures whose stat block says humanoid: humans, elves, dwarves, halflings, goblins, hobgoblins, orcs, kobolds, gnolls, lizardfolk and most NPCs like bandits and cultists. Lycanthropes stay humanoid in every form. Ogres and trolls are giants, vampires and zombies are undead, and none of them can be held by it.

Are attacks against a paralyzed creature automatic critical hits?

Any attack that hits it from within 5 feet is a critical hit. Ranged attacks from farther away get advantage but aren’t automatic crits.

When does the target get to save again?

At the end of each of its turns. On a success, the spell ends for that target.

How many creatures can I hold when I upcast it?

One more humanoid per slot level above 2nd, and they must be within 30 feet of each other when you cast it. Each one saves separately.

Does Hold Person work on player characters?

Yes. Most playable races are humanoids, so an enemy caster can hold you, too. A warforged is also humanoid in 5e.

What happens if I lose concentration?

The paralysis ends immediately for every target. Keep your distance from the fight while you hold it.

Hold Person compared with similar spells

SpellHow it compares
Hold Monster5th level: the same paralysis on any creature except undead. For when the enemy isn’t humanoid.
Hideous Laughter1st level: prone and incapacitated on a failed Wisdom save, any creature with Intelligence 5 or more, but no automatic crits.
Command1st level: one word, one turn. Cheaper and it works on most creatures, but it only lasts a round.
Sleep1st level: knocks out low-hit-point creatures with no save. Strong early, falls off quickly.
Suggestion2nd level: charms a creature into following a reasonable course of action for up to 8 hours. Ends fights without one.

Classes that can cast Hold Person

ClassFirst availableSpellcasting ability
Bard spells3rd character levelCharisma
Cleric spells3rd character levelWisdom
Druid spells3rd character levelWisdom
Sorcerer spells3rd character levelCharisma
Warlock spells3rd character levelCharisma
Wizard spells3rd character levelIntelligence

Hold Person in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.

Casting time
Action
Range
60 feet
Components
V, S, M (a straight piece of iron)
Duration
Concentration, up to 1 minute
School
Enchantment
Level
2
Classes
Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Tags
concentration

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 2nd-level enchantment spells

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