Hold Monster 5e
Level 5 Enchantment
Hold Monster is a level 5 enchantment spell in D&D 5e. Casting time: 1 action, range: 90 feet, duration: Concentration, up to 1 minute. Available to Bard, Sorcerer, Warlock, Wizard.
Casting Time
1 action
Range
90 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a small, straight piece of iron)
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.
Spellcasting & Tactical Insights
Action Economy
Standard Action • Primary turn investment.
Concentration
Requires Concentration (taking damage triggers DC 10 / half-damage Con saves).
School Role
Enchantment: Influences minds and wills. Can turn enemies into temporary allies or inflict severe crowd-control debuffs.
Frequently Asked Questions
What level spell is Hold Monster and what school does it belong to?
Hold Monster is a Level 5 spell belonging to the school of Enchantment in D&D 5e.
What are the casting time, range, and duration of Hold Monster?
Hold Monster has a casting time of 1 action, range of 90 feet, and duration of Concentration, up to 1 minute.
Does Hold Monster require concentration or ritual casting?
Yes, Hold Monster requires Concentration. It cannot be cast as a ritual.
Use Hold Monster in your campaign
Dungeon Manager lets you add Hold Monster to your characters, reference it during sessions, and track spell slots across encounters — all free.