Level 1 Abjuration spell available to Clerics, Warlocks, and Wizards. It wards an ally against Fiends, Undead, and other outsiders: they attack it with Disadvantage and cannot Charm, Frighten, or possess it.
Spell description: Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they have Disadvantage.
Spell properties
- Range: Melee (1.5m)
- Duration: Until Long Rest
- Concentration spell
- Conditions applied: Cannot be Charmed, Frightened, or possessed by the listed creature types, which also attack the target with Disadvantage.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Protection from Evil and Good at higher levels provides no additional benefits.
How to obtain Protection from Evil and Good
- Cleric, Warlock, Wizard at Class level 1
- Paladin at Class level 2
- Oath of Devotion (Paladin), Arcane Trickster (Rogue), and Eldritch Knight (Fighter) at Class level 3
- Keeper of the Veil (Ranger) as a Favoured Enemy choice
- Granted by features: Magic Initiate: Cleric, Warlock, or Wizard
- Source item: The Ever-Seeing Eye
Protection from Evil and Good
Level 1 Abjuration SpellProtect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they have Disadvantage.
When to cast Protection from Evil and Good
This is a prepare-when-you-know spell. Against the Fiends, Undead, and Aberrations that pack the back half of the game it hands a target Disadvantage on incoming attacks and total immunity to their Charm, Fear, and possession, which shuts down whole enemy strategies.
The catch is that it is Concentration despite lasting until Long Rest, so you can only protect one ally and a solid hit drops it. Put it on the character the enemy most wants to dominate, and keep your caster safe.
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