Dispel Evil and Good
AbjurationShimmering 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.
Spell Details
Player Guide
Cast this spell preemptively when facing campaigns heavy with fiends, undead, or fey enemies to gain sustained protection and advantage on saves against their spells and abilities. The spell's true value emerges in extended encounters where you can leverage advantage on saving throws repeatedly, making it invaluable for casters facing spell-slinging casters of these types. Position yourself defensively and use the disadvantage opponents suffer on attack rolls to maintain distance, allowing allies to focus fire on threats while you mitigate damage.
Spell Combos
DM Tips
Clarify with players whether the disadvantage applies to attack rolls only or also includes saving throws they initiate—RAW suggests attack rolls only. Consider the enemy composition of your campaign; this spell ranges from MVP to nearly useless depending on whether your encounters feature these specific creature types.