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{{hatnote|For the equivalent {{Class|Way of the Four Elements}} spell, see {{SAI|Clench of the North Wind}}.}} | {{hatnote|For the equivalent {{Class|Way of the Four Elements}} spell, see {{SAI|Clench of the North Wind}}.}} | ||
Revision as of 15:35, 9 March 2024
For the equivalent spell, see .
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 Wisdom Saving throw to end this condition.
Properties
- Cost
- Action + Level 2 Spell Slot
- Details
- WIS Save
- Range: 18 m / 60 ft
- Concentration
At higher levels
Upcast: Affects an additional target for each Spell Slot Level above 2nd.Condition: Hold Person
Duration: 10 turns
- Affected entity can't Move or take Actions, Bonus Actions, or Reactions.
- Attacks against the entity are always Critical Hits if the attacker is within Range: 3 m / 10 ft.
- Attacks against the entity automatically succeed Attack Roll.
- Affected entity automatically fails all Strength and Dexterity Saving throws.
- At the end of each turn, the affected entity makes a Wisdom Saving throw. On a successful save, the condition is removed.
How to learn
Classes:
- Class Level 3: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, and Circle of the Land (Arctic and Forest)
- Class Level 5: Oath of Vengeance
- Class Level 7: Arcane Trickster
- Class Level 8: Eldritch Knight
Notes
Hold Person has two incantations: Ad Lapidē, Latin for "to stone", and Non Moverē, the Latin command "don't move!"
Visuals
External Links
- Hold person on the Forgotten Realms Wiki