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    Quick Answer

    Protection from Evil and Good is a 1st-level abjuration spell for Clerics, Paladins, Warlocks, and Wizards (Druids too in the 2024 rules). You touch one willing creature. For up to 10 minutes (concentration), aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against it, and they can't charm, frighten, or possess it. If it is already charmed, frightened, or possessed by one of them, it gets advantage on any new save against that effect.

    Overview

    The name misleads people. The spell has nothing to do with alignment. It protects against six creature types: aberrations, celestials, elementals, fey, fiends, and undead. A lawful good unicorn is a celestial, so it is covered. A chaotic evil bandit captain is a humanoid, so it is not.

    Against those six types, the spell does two jobs. Every attack roll they make against the warded creature has disadvantage, which roughly halves the hit chance of a monster that hits half the time. And they can't charm, frighten, or possess the target at all.

    That second job keeps the spell useful at every level. A 1st-level slot shuts off a vampire's charm, a ghost's possession, and a succubus's charm. The cost is concentration, a consumed material component, and touch range, so you protect one creature per casting.

    Stat Block

    PropertyValue
    Level1
    SchoolAbjuration
    Casting Time1 action
    RangeTouch
    ComponentsV, S, M
    MaterialHoly water or powdered silver and iron, which the spell consumes.
    DurationUp to 10 minutes
    ConcentrationYes
    RitualNo
    Save/AttackNone
    ClassesCleric, Paladin, Warlock, Wizard

    Oath of Devotion paladins get it as an oath spell at 3rd level in both editions. In the 2014 SRD, a Devotion paladin is always under its effects from 15th level (Purity of Spirit).

    When NOT to Use This

    • •The enemies are humanoids, beasts, dragons, giants, monstrosities, constructs, oozes, or plants. None of those types are covered.
    • •The main threat is a saving throw, not an attack roll.
    • •You are already concentrating on something stronger, like Spirit Guardians or Hold Person.
    • •You don't have the material component. The spell consumes it, so you need a fresh one each casting.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent against the six types. A 1st-level slot can make one ally immune to a CR 13 vampire's charm.
    Action EconomyOne action, ideally before combat starts.
    Opportunity CostConcentration for up to 10 minutes, and the material component each time.

    Upcasting

    The spell has no higher-level effect. Casting it with a higher slot does nothing extra, so always use a 1st-level slot.

    Pro Tips

    Tip #1: Ward the creature the enemy wants most.

    Why it works: A ghost possesses one humanoid at a time, and a vampire's bite needs a willing, grappled, incapacitated, or restrained target. Ward the character whose loss would hurt most: the heavy hitter a ghost would steal, or the front-liner a vampire would grab.

    This avoids the mistake of: Warding the caster out of habit while the fighter becomes the enemy's weapon.

    Tip #2: Cast it before the door opens.

    Why it works: It lasts up to 10 minutes. Cast it in the hallway and start the fight with your action free.

    This avoids the mistake of: Spending your first turn on a touch spell while the ghost is already inside someone.

    Tip #3: Use it as a cure for some charms and fears, not only a ward.

    Why it works: If an ally is already charmed or frightened by one of the six types, the spell gives advantage on any new save against that effect. It helps when the effect offers repeat saves, like a 2014 ghost's Horrifying Visage (a save at the end of each turn).

    This avoids the mistake of: Assuming nothing can be done until the effect ends on its own.

    Common Mistakes to Avoid

    Treating it as an alignment spell

    Why it's bad: The spell checks creature type. Evil humanoids, like cultists and bandits, are not affected. A good-aligned celestial is.

    Do this instead: Check the stat block's type line.

    Expecting it to stop lycanthropes

    Why it's bad: A 2014 werewolf is a humanoid (shapechanger), and a 2024 werewolf is a monstrosity. Neither is on the list, so the spell gives no protection against its bite or its curse.

    Do this instead: Use AC, distance, and Remove Curse afterward.

    Thinking it helps against saves

    Why it's bad: Disadvantage applies only to attack rolls. The 2024 vampire's Bite is a DC 17 Constitution save, so the ward does nothing to it.

    Do this instead: Check whether each ability uses an attack roll or a save. A monster with three attacks a turn loses far more to the ward than one with a breath weapon.

    Usage Tips

    • •Vampire, 2014. A vampire's attacks are +9, so against AC 18 they hit on 9 or higher, 60% of the time. With disadvantage that drops to 36% (0.6 × 0.6). Its Charm is a DC 17 Wisdom save that a fighter with +1 fails 75% of the time (15 or lower). Under the ward the fighter can't be charmed by it at all, which also shuts off the charm route to a "willing" bite.
    • •Vampire, 2024. The vampire makes two Grave Strike attacks, and a hit grapples a Large or smaller target. Against AC 18, at least one hits 84% of the time (1 − 0.4 × 0.4). With disadvantage, at least one lands about 59% of the time (1 − 0.64 × 0.64), so fewer grapples set up a bite. Its charm is now a bonus-action Charm Person, which a warded creature ignores. The Bite itself is a Constitution save the ward can't touch.
    • •Ghost possession. A ghost's Possession is a DC 13 Charisma save that a fighter with +0 fails 60% of the time (12 or lower). A warded creature can't be possessed by undead, so the save never happens. The ghost's Withering Touch (+5) against AC 18 drops from 40% to 16% per attack.
    • •Already possessed? The spell gives advantage on new saves against possession, but the ghost's Possession grants no repeat save in either edition, so casting it afterward does nothing. The 2014 possession ends when the body drops to 0 hit points, the ghost leaves, or the ghost is turned or forced out by an effect like Dispel Evil and Good. The 2024 stat block lists only 0 hit points or the ghost leaving, but the 2024 rules glossary says Dispel Evil and Good ends possession. Prevention is the real value here.
    • •Ghost's frightening face. Horrifying Visage (2014) and Horrific Visage (2024) frighten on a failed DC 13 Wisdom save. A warded creature can't be frightened by the ghost. The 2024 version still deals 10 (2d6 + 3) psychic damage on a failure, because only the condition is blocked. Whether a warded creature still ages in 2014 when it fails by 5 or more is a DM ruling, not rules text.
    • •Succubus or incubus. The succubus/incubus Charm is a DC 15 Wisdom save that a +1 save fails 65% of the time (13 or lower). In 2014, Draining Kiss (32 psychic damage on a failed save) needs a charmed or willing target. In 2024, Charm is a Dominate Person casting and Draining Kiss can only target a creature the succubus has charmed, so a warded creature is safe from both. Both stat blocks say its statistics are the same in every form, but neither says outright whether its type stays fiend while it looks humanoid. Treating it as a fiend is a DM ruling, not rules text.
    • •Night hag. The night hag's Nightmare Haunting fails against a creature under this spell in both editions. The stat block says so directly.
    • •Ghouls and mummies. A ghoul's +4 claws and a mummy's +5 Rotting Fist roll with disadvantage too: fewer paralysis saves, fewer chances of mummy rot.

    Rules Notes

    • •One willing creature only. You can't ward an unwilling target.
    • •The 2014 material is holy water or powdered silver and iron, consumed. The 2014 rules let a component pouch or focus replace materials without a cost, but also say a consumed component must be provided for each casting. The text doesn't say which sentence wins for a costless consumed component. That is a DM ruling, not rules text.
    • •It does nothing against saving throws or damage, and it has no upcast effect.

    Synergies

    • •Dispel Evil and Good: The 5th-level relative. It wards you from the same types minus aberrations, and it can end an existing charm, fear, or possession from them with a touch.
    • •Death Ward: No concentration, so you can stack it with this ward on the same front-liner.
    • •Detect Evil and Good: Find out whether undead or fiends are nearby before you spend the material component.
    • •High AC: Disadvantage stacks with armor. A monster that needs a 15 to hit you needs two 15s under the ward, a 9% chance.

    Anti-Patterns

    • •Warding an ally against a werewolf, dragon, or humanoid cult leader.
    • •Dropping it mid-fight for another concentration spell while undead are still swinging.

    Tactical Modules

    • •Crypt entry: Cast it on the fighter before opening the tomb. Ghosts can't possess them, and every undead attack against them has disadvantage.
    • •Fear rescue: An ally is frightened by an undead or fiend effect that allows repeat saves. Touch them, and their next save has advantage.

    Countermeasures

    • •Threat: Concentration breaks. Response: Have a caster with good Constitution saves cast it, or a paladin ward themselves. Fallback: Recast if you have another material component.
    • •Threat: The monster switches to save-based abilities. Response: Improve saves with a paladin's aura or Bless. Fallback: Spread out.
    • •Threat: The possession already happened. Response: Use Dispel Evil and Good's Break Enchantment. In 2014, turning the ghost also ends it. Fallback: Possession ends when the body drops to 0 hit points, a harsh last resort for an ally.

    Protection from Evil and Good in the 2024 Rules

    The 2024 rules (SRD 5.2.1) keep the effect almost word for word. The same six creature types have disadvantage on attack rolls against the target, and the target can't be possessed by them or gain the Charmed or Frightened condition from them. Advantage on new saves against an existing effect is unchanged. It is still a 1st-level abjuration with touch range and concentration up to 10 minutes.

    Two things changed. First, the class list adds Druids, so it is now a Cleric, Druid, Paladin, Warlock, and Wizard spell. Second, the material component is a flask of holy water worth 25+ GP, which the spell consumes. Under the 2024 component rules, a component pouch or focus can't replace a material that has a cost or is consumed, so you must carry the holy water.

    The 2024 rules also name the spell in a few places. The rules glossary says possession can be prevented by Protection from Evil and Good and ended by Dispel Evil and Good. The 2024 night hag's Nightmare Haunting fails against a warded target. Oath of Devotion paladins still always have it prepared from level 3.

    Frequently Asked Questions

    What does Protection from Evil and Good do in 5e?

    Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against one willing creature you touch, and they can't charm, frighten, or possess it. It lasts up to 10 minutes with concentration.

    Does Protection from Evil and Good work on evil humanoids?

    No. The spell checks creature type, not alignment. An evil cultist or bandit is a humanoid and gets no penalty. A good celestial, like a unicorn or a deva, is covered.

    Does Protection from Evil and Good stop a vampire's charm?

    Yes, in both editions. A vampire is undead, so the warded creature can't be charmed by it. In 2014 that also removes the charm route to a willing bite. In 2024 the vampire's grapples still enable the bite, but its Grave Strikes have disadvantage.

    Does Protection from Evil and Good stop ghost possession?

    Yes. A ghost is undead, so the warded creature can't be possessed by it. If the creature is already possessed, the spell's advantage on new saves doesn't help, because the ghost's Possession gives no repeat save.

    Does Protection from Evil and Good work against werewolves?

    No. A 2014 werewolf is a humanoid and a 2024 werewolf is a monstrosity. Neither type is covered.

    Does Protection from Evil and Good help against saving throws?

    Not directly. It only imposes disadvantage on attack rolls, so breath weapons and save-based abilities like the 2024 vampire's Bite still hit normally. It does still block charm, fear, and possession from those creature types, even when they come through a save.

    Can you upcast Protection from Evil and Good?

    You can, but nothing improves. It has no higher-level effect, so use a 1st-level slot.

    Who can cast Protection from Evil and Good in 5e?

    In the 2014 SRD: Clerics, Paladins, Warlocks, and Wizards. The 2024 rules add Druids. Oath of Devotion paladins always have it prepared from 3rd level.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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