Hold Person 5e
Level 2 Enchantment
Hold Person is a level 2 enchantment spell in D&D 5e. Casting time: 1 action, range: 60 feet, duration: Concentration, up to 1 minute. Available to Bard, Cleric, Druid, Sorcerer, Warlock, Wizard.
Casting Time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a small, straight piece of iron)
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.
DM Notes
Encounter Hooks & Tactics
- A corrupt magistrate uses Hold Person (via a hidden spellcaster bodyguard) to paralyze accused criminals during "trials" — no one can defend themselves. The party is accused of a crime they didn't commit, and the magistrate plans to Hold them during the hearing while guards seize their weapons.
- The party faces a duelist NPC who opens every fight with Hold Person on the most dangerous-looking opponent, then walks up and delivers a coup de grace. The party needs to figure out how to counter the strategy — or ensure the caster can't see them to target them.
- An enemy wizard casts Hold Person from a hidden position during a tense negotiation. The party's diplomat freezes mid-sentence. The wizard's allies have 1 round to act before the rest of the party can react — a devastating ambush opener.
Combat Tactics
Hold Person is the single most lethal 2nd-level spell in 5e because paralyzed creatures auto-fail STR and DEX saves, grant advantage on attacks, and any melee hit within 5 feet is an automatic critical. A rogue landing Sneak Attack as a crit, or a paladin stacking Divine Smite on a crit, can one-shot most targets. As DM, use Hold Person on the party's heaviest hitter to create a crisis: the group has to choose between breaking concentration (attacking the caster) or saving their friend (using their action for something other than damage). Remember it requires concentration and allows a save at the end of each turn — it's powerful but not permanent. At higher levels, upcast it to target multiple humanoids.
Works Well With
Hypnotic Pattern handles groups on a WIS save; Hold Person handles the single high-value target. Prepare both to control any combat scenario. Hypnotic Pattern first to thin the herd, then Hold Person on whoever resisted.
Both are 2nd-level enchantments that remove enemies from the fight. Suggestion works on any creature type (not just humanoids) and lasts up to 8 hours, making it better out-of-combat. Hold Person is the pure combat pick for burst damage setups.
Command is the 1st-level alternative when you don't want to burn a 2nd-level slot. "Grovel" gives advantage on next attack; "Flee" removes a target for a round. Less devastating than Hold Person but no concentration required.
Use Hold Person in your campaign
Lorekeeper lets you add Hold Person to your characters, reference it during sessions, and track spell slots across encounters — all free.