| class learns at level 3 = Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
| class learns at level 3 = Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
| class learns at level 5 = Oath of Vengeance
| class learns at level 5 = Oath of Vengeance
| class learns at level 7 = Arcane Trickster, Eldritch Knight
| class learns at level 7 = Arcane Trickster
| class learns at level 8 = Eldritch Knight
| summary = This spell allows spellcasters to hold a target humanoid in place. The affected creature is unable to move and act and is much more susceptible to attacks.
| summary = This spell allows spellcasters to hold a target humanoid in place. The affected creature is unable to move and act and is much more susceptible to attacks.
| description = Hold a humanoid enemy still. They can't [[Movement Speed|Move]], [[Action|Act]], or [[Reaction (Resource)|React]]. Attacks from within {{Range|m=3|ft=10}} are always [[Critical Hit]]s.
| description = Hold a humanoid enemy still. They can't [[Movement Speed|Move]], [[Action|Act]], or [[Reaction (Resource)|React]]. Attacks from within {{Range|m=3|ft=10}} are always [[Critical Hit]]s.
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| condition duration = 10
| condition duration = 10
| condition save = Wisdom
| condition save = Wisdom
| higher levels = [[Spells#Upcasting|Upcast]]: Affect an additional target per [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 2nd.
| higher levels = [[Spells#Upcasting|Upcast]]: Affects an additional target for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 2nd.
| notes =
| notes =
* {{Class|Circle of the Land}}s who choose the Arctic or Forest Land at level 3 learn this spell automatically.
* {{Class|Circle of the Land}}s who choose the Arctic or Forest Land at level 3 learn this spell automatically.
Hold Person is a level 2 enchantment spell. This spell allows spellcasters to hold a target humanoid in place. The affected creature is unable to move and act and is much more susceptible to attacks.
Description
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a WisdomSaving throw to end this condition.