Protection from Evil and Good
1st-level, Abjuration
- Casting time: 1 Action
- Range: Touch
- Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)
- Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
References:
- Wizard
- Martyr (Burden of Mercy)
- Paladin (Oath of Devotion)
- Martyr (Burden of the End)
- Ranger (Horizon Walker)
- Wizard (Abjurer)
- Warlock
- Fighter (Eldritch Knight)
- Ranger (Monster Slayer)
- Bard
- Druid
- Rogue (Arcane Trickster)
- Bard (College of Lore)
- Sorcerer (Clockwork Soul)
- Fighter (Eldritch Knight)
- Sorcerer (Clockwork Sorcery)
- Paladin (Oath of Devotion)
- Magic Initiate (Wizard Spells)
- Bard (Magical Secrets)
- Cleric
- Rogue (Arcane Trickster)
- Warmage (House of Bishops)
- Sorcerer (Clockwork Soul)
- Paladin
- Sorcerer (Divine Soul, Neutrality)
- Sorcerer (Divine Soul, Neutrality)
Sources
Player’s Handbook (2024) p. 309. Available in the SRD and the Free Rules (2024)