The Thieves Guild
A Collection of D&D 5e Resources
Spells & Rituals

Hold Monster

Level 5 •
Enchantment

Casting Time: 1 action
Range: 90 ft
Components: V, S, M
Duration: Concentration
, up to 1 minute
Save: Wisdom
Conditions: Paralyzed

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.
At Higher Levels
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.
Material Component: a small, straight piece of iron
Verbal Component: Captviticus Creatura
Verbal Component (Alternative): Magic flow, entrap and enfold, ensnared by this spell, your form I hold

Classes: Bard, Sorcerer, Warlock, Wizard

Domain: War

Tags: Compulsion

Source: Player's Handbook [5th Edition] (page 251)

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