HOLD MONSTER

Enchantment Level 5

STANDARD

Casting Time 1 action
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 minute

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.
Components. A small, straight piece of iron.

Spell Variants & Exotic Components – level 5
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 action
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 minute

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. This spell variant increase the DC to resist the spell by 2 points.
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.
Components. Dried tongue of Ghast.

SPELL VARIANT #2

Casting Time 1 action
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be immobilized by bars made of pure energy for the duration. This spell has no effect on undead. At the end of each of its turns, the bars squeeeze the target and inflict 1d6 bludgeoning damage.
A successful Wisdom saving throw doesn’t end the spell, but its paralyzing and harmful effect cease to affect the target for that single round.
Components. Iron Bands of Bilarro (not consumed; the magical item will not work for 24 hours).