Source: Adventurer's Guide
A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.
Until the spell ends, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.
You can end the spell early by using an action to do either of the following.
- Mental Resistance: Choose up to 3 friendly creatures within 60 feet. Each of those creatures that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead may make an immediate saving throw with advantage against the condition or possession, ending it on a success.
- Retribution: Make a melee spell attack against a celestial, elemental, fey, fiend, or undead within reach. On a hit, the creature takes 7d8 radiant or necrotic damage (your choice) and is stunned until the beginning of your next turn.
Mental Resistance targets one additional creature for each slot level above 5th, and Retribution's damage increases by 1d8 for each slot level above 5th.
About Dispel Evil and Good
Dispel Evil and Good is a Level 5 level spell from the school of Abjuration.
This spell has a casting time of action , and a range of Self . It has a duration of Instantaneous.
Spell Details
Complete details
Spell Details
Complete details about this spell:
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At Higher Levels: Mental Resistance targets one additional creature for each slot level above 5th, and Retribution's damage increases by 1d8 for each slot level above 5th.
Casting Tips
2 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.
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Concentration: Requires concentration. Maintain focus to sustain the spell's effect.
School of Magic: Abjuration
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School of Magic: Abjuration
Abjuration spells are protective, warding off harm or blocking magical effects.
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