Protection from Evil and Good
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be <a href="/rules/conditions/charmed-condition-5e/">charmed</a>, <a href="/rules/conditions/frightened-condition-5e/">frightened</a>, or possessed by them. If the target is already <a href="/rules/conditions/charmed-condition-5e/">charmed</a>, <a href="/rules/conditions/frightened-condition-5e/">frightened</a>, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At a Glance
Level
1st
School
Abjuration
Casting Time
1 action
Range
Touch
Duration
Concentration, up to 10 minutes
Concentration
Yes
How Protection from Evil and Good Works
| Casting Time | 1 action |
|---|---|
| Range | Touch |
| Components | V, S, M (holy water or powdered silver and iron, which the spell consumes) |
| Duration | Concentration, up to 10 minutesCONCENTRATION |
Common Mistakes
Common Mistake
Forgetting it doesn't work against humanoids, beasts, or most common enemies
Common Mistake
Not using it when facing the specific creature types it protects against
Common Mistake
Thinking it prevents all charm/fear/possession - only from the listed creature types
Common Mistake
Forgetting it requires concentration
DM Tips
DM Tip
Very situational but powerful when facing extraplanar creatures
DM Tip
Essential for dealing with possession or charm effects
DM Tip
The disadvantage on attacks can save lives against powerful fiends or undead
DM Tip
Consider telegraphing when this spell would be useful
Frequently Asked Questions
Sources & Further Reading
- Protection from Evil and Good — D&D 5e Wikidot — Full SRD text
- Protection from Evil and Good — Roll20 Compendium — Structured reference
- Protection from Evil and Good — D&D Beyond — Official digital reference