Hold Monster
2024 Rules
- Level & School
- 5th-level enchantment
- Casting Time
- Action
- Range
- 90 feet
- Components
- V, S, M (a straight piece of iron)
- Duration
- Concentration, up to 1 minute
- Classes
- Bard, Sorcerer, Warlock, Wizard
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
2014 Rules
- Level & School
- 5th-level enchantment
- Casting Time
- Action
- Range
- 90 feet
- Components
- V, S, M (a small, straight piece of iron)
- Duration
- Concentration, 1 minute
- Classes
- Bard, Sorcerer, Warlock, Wizard
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Hold Monster 5.5e 2024 vs. 5e 2014 edition differences
Hold Monster popularity
Hold Monster is a commonly chosen level 5 spell. Choosing it adds an established option to your spellbook.
- Top 25% level 5 Bard spell
- Top 50% level 5 Sorcerer spell
- Top 50% level 5 Warlock spell
- Top 50% level 5 Wizard spell
Spells similar to Hold Monster
Hold Person 2nd-level enchantment
It's the same enchantment effect but at a lower level, paralyzing humanoid targets on a failed Wisdom save for a short, concentration-limited duration.
Dominate Person 5th-level enchantment
Also an enchantment that seizes control of a single creature via a save and concentration, offering a more active form of disabling at the same spell level for humanoids.
Telekinesis 5th-level transmutation
It can impose strong control over a creature's movement with repeated saves and a sustained concentration duration, serving a similar battlefield-lockdown role.
Banishment 4th-level abjuration
This spell removes a creature from the fight on a failed save for up to a minute with concentration, functioning as an alternative way to neutralize a dangerous foe temporarily.
Geas 5th-level enchantment
A level-5 enchantment that enforces behavior through a save and long-lasting effects, making it a comparable option for exerting control over a single target.