The Endlessness
guides4 min read

Hold Person 5e: The Save-or-Lose Spell

D&D 5e Hold Person spell: paralyzed condition, Wisdom save, how to upcast for multiple targets, and auto-crit combos.

Hold Person 5e: The Save-or-Lose Spell

Hold Person is a 2nd-level enchantment spell that paralyzes a humanoid for up to a minute. Paralyzed creatures can't move, can't act, and take automatic critical hits on melee attacks.

It's one of the most fight-ending spells in the game when it lands.

The Spell

  • Level: 2
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (small, straight piece of iron)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Effect

Choose a humanoid within range. They make a Wisdom saving throw. On fail, they're paralyzed for 1 minute. They save again at the end of each of their turns.

Paralyzed Condition

Paralyzed creatures:

  • Are incapacitated (no actions, no reactions).
  • Can't move, can't speak.
  • Fail Strength and Dexterity saves.
  • Attacks against them have advantage.
  • Melee hits against them are automatic critical hits.

That last bullet point is why this spell is so dangerous. A Paladin casting Divine Smite on a paralyzed target crits automatically. Doubled smite dice. Doubled weapon damage.

Upcasting

+1 target per slot level above 2nd.

  • 3rd level: 2 targets.
  • 4th level: 3 targets.
  • 5th level: 4 targets.

Upcast Hold Person at 3rd level + two enemies failing = two auto-crit targets for your martial allies.

When to Cast Hold Person

  • Boss humanoid. Most cult leaders, evil knights, and humanoid villains are vulnerable.
  • Enemy casters. Stop them from casting.
  • Strong melee enemies. Lock them down, let allies dismantle.

When It Doesn't Work

  • Non-humanoid. Dragons, giants, fiends, elementals, undead are immune. Hold Monster (5th level) works on all creatures.
  • High Wis save targets. Paladins, Monks, Clerics, Wizards. They pass.
  • Legendary resistance. Boss monsters can auto-pass saves with resistance uses.

Failing the Save

The target saves at the end of each of their turns. On success, effect ends.

A common pattern: target fails initial save. Takes one round of auto-crits. Passes save next turn. Spell ends.

Even one round of paralysis can deal massive damage.

The Paladin Combo

Paladin + Wizard (party member or multiclass) = devastating:

  1. Wizard casts Hold Person on boss. Boss fails Wis save.
  2. Paladin moves into melee. Attacks twice. Both hits are auto-crits.
  3. Paladin spends 5th-level slot on Divine Smite. Doubled dice.

Potential damage: 2 attacks x (2d8 weapon + 10d8 smite doubled) = 2 x 24d8 on crits = massive.

For a solo Paladin with Hold Person (via multiclass Wizard 1) and Divine Smite, this combo is a boss-melting burst.

Concentration

Hold Person is concentration. You can't keep it up while casting other concentration spells.

Keep Hold Person up and skip other concentration options. Or cast Hold Person, let it resolve, drop it for another spell.

Hold Monster

5th level. Same effect but works on any creature (not just humanoids). Targets up to 1 creature, +1 per upcast level.

Fantastic at higher levels against dragons, giants, etc.

In Solo Play

Solo Hold Person is great for:

  • Neutralizing a boss for a round of focused damage.
  • Eliminating a caster (they can't counterspell you).
  • Creating breathing room for healing.

Keep a 2nd-level slot available for emergency Hold Person.

The Endlessness and Hold Person

Our AI Dungeon Master handles Hold Person's Wisdom saves, paralyzed condition effects (auto-crits on melee, incapacitated, fails Str/Dex saves), and end-of-turn save rolls.

For related reads, our conditions explained, wizard guide, and boss fight tactics cover more.

Final Takeaway

Hold Person is one of the best save-or-suck spells at 2nd level. Paralysis is game-changing. Keep it prepared.

Start a caster on The Endlessness and see Hold Person in action.

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