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Hold Person
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For the equivalent Way of the Four Elements Monk spell, see Clench of the North Wind.

Description
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within 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
Upcasting: Affects an additional target for each spell slot level above 2nd.
Technical details
UID
Target_HoldPersonCondition: Hold Person
Hold Person
Duration: 10 turns
- Affected entity can't Move or take Actions, Bonus Actions, or Reactions.
- Attacks against the entity automatically succeed their Attack Roll.
- Attacks against the entity are always Critical Hits if the attacker is within Range: 3 m (10 ft).
- 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
Granted by items:
- ( Recharge: Long rest)
Other ways to learn:
- Wizards with Level 2 Spell Slots can transcribe a Scroll of Hold Person to their spellbooks.
Notes
- Hold Person has two incantations: Ad Lapidē, Latin for "To stone", and Non Moverē, the Latin command "Don't move!"
Visuals
External links[edit section | visual editor]
- on the Forgotten Realms Wiki















