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.
The Dispel Evil and Good spell is considered by many players to be an underused and underrated spell in the game. While it may not be as flashy as some other higher-level spells, it has a range of useful applications. It allows clerics and paladins to banish certain types of creatures, including undead, demons, and fey, as well as dispel certain magical effects. The duration of up to one minute and concentration requirement make it a versatile tool for battles and exploration. Additionally, the use of holy water or powdered silver and iron as a material component adds a thematic flavor to the spell. Overall, Dispel Evil and Good is a solid option for players looking to counteract certain types of creatures and magical effects.
Dispel Evil and Good is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Dispel Evil and Good Pathfinder edition. Want to use Dispel Evil and Good in a VTT (virtual tabletop)? Try out SendingStone for free today!
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