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Hold Person: Difference between revisions
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(learned by Stillmaker) |
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{{hatnote|For the equivalent [[Way of the Four Elements]] Monk spell, see {{SAI|Clench of the North Wind}}.}} | |||
{{hatnote|For the equivalent | |||
{{SpellPage | {{SpellPage | ||
| name = Hold Person | | name = Hold Person | ||
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| class learns at level 7 = Arcane Trickster | | class learns at level 7 = Arcane Trickster | ||
| class learns at level 8 = Eldritch Knight | | 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. | | granted by items = Stillmaker:Long Rest | ||
| 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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| extra damage per = | | extra damage per = | ||
| concentration = yes | | concentration = yes | ||
| save = WIS | |||
| range = ranged | | range = ranged | ||
| range m = | | range m = | ||
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| condition duration = 10 | | condition duration = 10 | ||
| condition save = Wisdom | | condition save = Wisdom | ||
| condition dc = caster | |||
| area = | | area = | ||
| area category = | | area category = |
Latest revision as of 13:14, 2 September 2024
For the equivalent Way of the Four Elements Monk 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
Spell save DC Wisdom saving throw
- 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
Granted by the following items:
- Stillmaker ( Recharge: Long rest)
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 | edit source]
- Hold person on the Forgotten Realms Wiki