Hold Monster
Level 5 · Enchantment
- Concentration
- Save
- Control
Carried by bard, sorcerer, warlock, and wizard, Hold Monster operates at the 5th level of the enchantment school. Cast time: Action. Range 90 feet, components V/S/M, duration up to 1 minute. Material: a straight piece of iron. Marked concentration. Effect: Choose a creature that you can see within range. At higher levels: You can target one additional creature for each spell slot level above 5.
Stat Block
- Level
- 5
- School
- Enchantment
- Casting Time
- Action
- Range / Area
- 90 feet
- Components
- V, S, M
- Duration
- up to 1 Minute
- Ritual
- No
- Concentration
- Yes
- Classes
- Bard, Sorcerer, Warlock, Wizard
- Material
- a straight piece of iron
Description
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.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Enchantments are the spells of social combat. They make allies of enemies and obedient pawns of independent creatures. Hold Monster is Enchantment because the spell rewrites a sentient creature's intent or perception. At level 5, the slot economy tightens — Hold Monster competes with the strongest spells in the band.
Class Fit
- Bard: A Bard prepares Hold Monster from the known list, which means it stays on the sheet for several levels of play before retraining is an option. Concentration is the binding cost — Hold Monster can't share a slot with another concentration spell.
- Sorcerer: Metamagic is the angle for Hold Monster on a Sorcerer. Twin, Quicken, Subtle, Heightened, and Extended each change what the spell does at the table. 90 feet is enough range that Hold Monster doesn't pull the caster forward.
- Warlock: Tier 1 Warlocks have a single slot; tier 2 have two. Hold Monster only earns its known-spell slot if the build casts it most short rests. The concentration tag on Hold Monster means a single failed Constitution save can end the effect mid-encounter.
- Wizard: Wizards add Hold Monster to the spellbook once and prepare it on the days that warrant it — a different decision from the class's known-spell competitors. Hold Monster reaches 90 feet, which lets the caster stay clear of the front line.
Tactical play (Doungim editorial)
Tier-3 upgrade to Hold Person. Same effect, any creature type. Best play: hold the boss, party walks over and burns their next-turn actions on melee crits at 5 feet. Concentration — protect your concentration with War Caster or hide behind cover.
Related Spells
Frequently Asked Questions about Hold Monster
- What level spell is Hold Monster?
- In D&D 5e, Hold Monster is classified as a level 5 spell of the Enchantment school. Available classes: Bard, Sorcerer, Warlock, Wizard.
- What save does Hold Monster require?
- Hold Monster calls for a Wisdom save against the caster's DC. Success conditions are described in the spell text.
- What is the range of Hold Monster?
- The range on Hold Monster is 90 feet — far enough that most casters can stay clear of the front line.
- Is Hold Monster a concentration spell?
- Yes — Hold Monster requires concentration, lasting up to 1 minute. Casting another concentration spell ends this one; damage taken triggers a Constitution save (DC 10 or half the damage, whichever is higher) to maintain it.
- What components and casting time does Hold Monster need?
- For Hold Monster: the spell uses V, S, M components; on top of that, Material component: a straight piece of iron.
- Can Hold Monster be upcast?
- Upcasting Hold Monster works as follows: You can target one additional creature for each spell slot level above 5.