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