Holocron

Paralyze Humanoid

Tech power · Level 2
power-typeTechlevel2concentrationtrue
Tweaked from 5eYou already know this as 5e Hold Person — This is your Hold Person — it paralyzes a humanoid with a repeating save and scales to more targets at higher levels, just retooled as a tech 'dart' that uses Constitution saves (and inflicts poisoned) instead of Wisdom.
Paralyze a humanoid within 60 feet for up to 1 minute on a failed Con save; it repeats the save each turn to escape.
Control
●●breadth · humanoids only — common enough
TargetingSingle
Use whenlocking down a dangerous humanoid for auto-crit exploitation
ScalingTarget one additional humanoid per slot level above 2nd; targets must be within 30 feet of each other.
!Requires concentration up to 1 minute; only affects humanoids; saves each turn can end it quickly.
control-conditionpoison
Pairs withmelee allies who exploit paralysis for auto-crits · a high tech save DC build · Hold Droid (for non-humanoid gaps)
PlaystyleController

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

Overcharge Tech. When you cast this power using a tech 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.

Codex
Casting Period
1 action
Range
60 feet
Duration
up to 1 minute
Concentration
Yes