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    Overview

    Hey, new caster buddy—Dispel Evil and Good is a classic niche powerhouse for clerics and paladins facing otherworldly horrors. At 5th level, it wraps you in shimmering energy that imposes disadvantage on attacks from celestials, elementals, fey, fiends, and undead (averaging 20-25% fewer hits against your AC). But the real juice is the two special actions: Break Enchantment ends charm/fear/possession from those types on a touched ally, and Dismissal is a melee spell attack forcing a Cha save or banishing them home (Shadowfell for undead, Feywild for fey). Situational gold in undead apocalypses or abyssal invasions, but a dead slot in goblin wars—opportunity cost vs. Flame Strike's 40+ DPR or Hold Monster's lockdown is steep. Veterans prep it only for planar-heavy tables, upcasting Protection from Evil and Good isn't viable since no higher levels, but it builds to Holy Aura.

    Stat Block

    PropertyValue
    Level5
    SchoolAbjuration
    Casting Time1 action
    RangeSelf
    ComponentsV, S, M
    MaterialHoly water or powdered silver and iron.
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackCHA
    ClassesCleric, Paladin

    When NOT to Use This

    • Pure humanoid campaigns (goblins, orcs)—0 targets qualify, pure waste.
    • Ranged blaster builds—melee Dismissal forces bad positioning.
    • Short rests abundant—downcast Protection from Evil and Good x4 instead.
    • No healer backup—concentration steals from Aura of Vitality (120hp over 10min).
    • Bosses with legendary resistance—Cha save auto-pass post-immune.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencySituational: Excellent (A-tier) in undead/fiend arcs, F-tier elsewhere vs Flame Strike's reliable 28 DPR.
    Action EconomySituational
    Opportunity Cost5th slots better spent on Hold Monster (Wis save lockdown, any creature) or Bigby's Hand (40 DPR sustained)—this niche unless planar.

    When worth the slot: Demon incursions, lich lairs, feywild crossovers—prevents TPKs from possessions.

    When NOT worth the slot: Humanoid bosses, dragons, or slot-tight levels 9-12.

    Pro Tips (Veteran Secrets)

    Tip #1: Dismiss after enemy action—cast turn 1, bonus position, their turn they whiff, your turn smite+dismiss.

    Why veterans know this: Timing maximizes value; concentration rarely drops before payoff in 1-min fights.

    This avoids the mistake of: Casting then attacking wastes the melee attack bonus action economy.

    Tip #2: Stock holy water component for improvised radiant splash post-Dismissal.

    Why veterans know this: Undead/fey weak to it; 2d6 splash on 1gp turns cleanup into DPR.

    This avoids the mistake of: Forgetting material leads to awkward pauses mid-combat.

    Tip #3: Paladins: Oath of Vengeance Vow of Enmity advantage stacks with melee attack for 90%+ hit.

    Why veterans know this: Guaranteed banish on abyssal trash; scales to CR20 with smites.

    This avoids the mistake of: Ignoring subclass synergy wastes paladin slots.

    Tip #4: End spell immediately after function use—no need for 1-min protection post-purge.

    Why veterans know this: Frees concentration for Wall of Fire or Mass Cure Wounds.

    This avoids the mistake of: Maintaining uselessly burns 5th slot.

    Common Mistakes to Avoid

    Casting for general protection like Sanctuary.

    Why it's bad: Only works vs specific types; wastes slot vs dragons/aberrations (80% encounters).

    Do this instead: Scout enemy comp via Detect Evil/Good first; prep dynamically.

    Attempting ranged Dismissal.

    Why it's bad: Melee only—60ft Banishment better; you die closing gap.

    Do this instead: Use Misty Step or ally shove for positioning.

    Ignoring Break on self for possession.

    Why it's bad: Can't target self RAW; ally must touch you back.

    Do this instead: Signal tank for mutual touch exchanges.

    Competing concentration with Spirit Shroud.

    Why it's bad: Both melee auras, but Shroud adds 2d8 DPR vs this's defense.

    Do this instead: Shroud for offense, this only for extraplanars.

    Usage Tips

    • Cast preemptively before melee with fiend packs—disadvantage turns your 18 AC into effective 21+, buying 2-3 rounds of safety while you triage allies. Combine with Sentinel feat to punish approaches. Saves slots over spamming Protection from Evil and Good.
    • Prioritize Break Enchantment on your squishy rogue charmed by a succubus; it's free removal without a 4th-level Dispel Magic slot. Touch range means position via Spiritual Weapon first. Instant party saver in possession-heavy encounters.
    • Use Dismissal on grappled or prone extraplanars for advantage on the melee attack (hit chance ~75% vs 60%). Follow with a smite for 5d8+ radiant burst. Paladins excel here with Extra Attack potential post-cast.
    • In undead swarms, maintain concentration while channel divinity turns; disadvantage neuters zombie touches (average 5 damage prevented per hit). End spell after dismissals to refocus on Bigby's Hand.
    • Track enemy Cha saves—low-Cha minions like shadows (Cha +0) fail 65%+ vs DC 17, bosses like vampires (Cha +4) only 40%; save for chumps.
    • Material component cheap (25gp powdered silver/iron or holy water); stockpile for rituals if multiclassing.

    Rules Notes

    • Dismissal is a melee spell attack using your spell attack modifier (prof + Int/Wis/Cha), not weapon attack—add your spell mod, not Str/Dex.
    • Protection grants disadvantage only on attacks against you; allies still get full hits from those foes.
    • Break Enchantment targets charm/frighten/possession by those creature types only—won't cure dragon fear or wizard charms.
    • If target of Dismissal is already on home plane, the spell fails to banish but still hits; fey on Material go to Feywild, undead to Shadowfell regardless.
    • No upcasting benefits; fixed at 5th level.

    Synergies

    • Spirit Guardians forces clustering for easy touch Dismissals/Breaks, cleric staple—radiant shreds undead while you purge.
    • Haste doubles actions for cast + immediate Dismissal, sorcerer ally enables sorcadin nova vs balors.
    • Aid or Crusader's Mantle boosts party HP/AC, letting you tank extraplanars safely under protection.
    • Polearm Master + this for opportunity Dismissals on retreating fiends—vet trick for battlefield control.
    • Freedom of Movement ensures melee access for functions despite elemental grapples or fey entangles.

    Anti-Patterns

    • Wasted on single-target fights where Banishment does the job cheaper and safer from 60ft.
    • Poor vs home-plane natives already (pit fiends on Material planeswalk freely—no banish).
    • Concentration competes with Heal (70hp) or Animate Objects (5d12/round DPR)—pick damage over defense in short bursts.

    Tactical Modules

    • Extraplanar Tank — When to use: Swarmed by 4+ imps/shadows/elementals in tight dungeon. Synergy: Heavy armor + shield + Bless pushes AC 20+ with disadvantage (95% dodge rate); dismiss weakest first to thin herd
    • Possession Purge — When to use: Ally charmed/possessed mid-boss (night hag coven). Synergy: Ready action on ally's turn; pairs with Lesser Restoration chain for full cleanse without slot waste
    • Boss Dismissal — When to use: Demon lord/elemental prince teleports in. Synergy: Grapple via fighter + prone via trip attack; advantage ensures 80% banish on Cha 10+ foes

    Countermeasures

    • Threat: Fiend pack with charm auras (succubi) — Response: Self-cast for protection, action to Break on affected ally. Fallback: Position behind wall, Dispel Magic upcast if available
    • Threat: Undead horde possessing fighters — Response: Melee in, Break Enchantment priority on tanks. Fallback: Turn Undead channel to scatter, kite with Sacred Flame
    • Threat: Fey crossing with frightens (quicklings) — Response: Dismissal on leaders to shatter morale. Fallback: Calm Emotions area if cleric, or Hide as bonus

    Frequently Asked Questions

    is dispel evil and good good 5e

    Situational—A-tier for clerics/paladins in extraplanar-heavy games, poor trap otherwise. Shines vs undead/fiends with protection + banish, but skips humanoid fights for Flame Strike.

    dispel evil and good vs banishment 5e

    Banishment (4th) better for safe ranged single-target banish any creature; this wins for self-protection + multi-use vs extraplanars only. Use Banishment generally, this in melee swarms.

    does dispel evil and good work on vampires 5e

    Yes—vampires are undead, so disadvantage on their attacks vs you + Dismissal sends to Shadowfell (Cha +18 save tough but melee hit first). Break cures their charm if applicable.

    can paladins cast dispel evil and good 5e

    Yes, but late—17th level for 5th slots. Clerics get at 9th; multiclass dip for early access. Pairs with smites for nova.

    dispel evil and good dismissal range 5e

    Melee spell attack only—touch range effectively after closing. No range option; use vs grappled foes for advantage.

    is dispel evil and good concentration 5e

    Yes, up to 1 min—ends early on function use or choice. Competes with heals; drop post-utility.

    dispel evil and good vs protection from evil and good

    This is uppowered Protection (1st): adds Break/Dismissal for 5th slot cost. Use lowbie Protection for slot economy, this for bosses.

    does dispel evil and good banish demons 5e

    Yes—fiends/demons qualify; melee hit then Cha save or home plane (Abyss). Low-Cha imps auto-fail.


    Citations: api:spells/dispel-evil-and-good

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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