Dispel Evil and Good
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Classes
slugdispel-evil-and-good
higher_level
pagephb 233
rangeSelf
target_range_sort0
componentsV, S, M
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsYes
materialHoly water or powdered silver and iron.
can_be_cast_as_ritualNo
durationUp to 1 minute
requires_concentrationYes
casting_time1 action
level_int5
spell_level5
schoolAbjuration
dnd_classCleric, Paladin
archetype
circles
document__slugwotc-srd
document__title5e Core Rules
document__license_urlhttp://open5e.com/legal
document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd
icon/icons/dispel-evil-and-good.svg