Hold Person
EnchantmentChoose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. 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 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Spell Details
Player Guide
Cast Hold Person on the enemy's turn before they act to maximize wasted turns. Target humanoids with poor Wisdom saves (martial characters, rogues) rather than spellcasters. Position yourself out of melee range since paralyzed enemies can still be attacked with advantage. Use this to isolate dangerous enemies while your party focuses fire elsewhere.
Spell Combos
DM Tips
Many humanoid enemies have poor Wisdom saves; consider adding Wisdom proficiency to recurring villains. Remember paralyzed creatures are still concentrating, so any damage requires a save; upcasting to hit multiple foes creates action economy nightmares for the party.