Protection from Evil and Good

Level & School
1st-level abjuration
Casting Time
Action
Range
Touch
Components
V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)
Duration
Concentration, up to 10 minutes
Classes
Cleric, Druid, Paladin, Warlock, Wizard

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Level & School
1st-level abjuration
Casting Time
Action
Range
Touch
Components
V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration
Concentration, 10 minutes
Classes
Cleric, Paladin, Warlock, Wizard

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Protection from Evil and Good 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version allows the spell to last "up to 10 minutes" (optional), whereas the 2014 version lasts exactly 10 minutes. The 2024 version adds Druid as a class that can cast it. The wording clarifies that the target can't be possessed by or gain Charmed or Frightened conditions, but no mechanical change in effects.

Spells similar to Protection from Evil and Good

  • Resistance

    Both provide protective effects through touch, granting advantages against specific conditions.
  • Sanctuary

    Both create a protective barrier around a willing target, imposing conditions on attackers.
  • Shield of Faith

    Both spells touch a willing creature and grant a defensive bonus to enhance survivability.
  • Bless

    Both provide buffs to allies, enhancing their capabilities in combat through magical support.
  • Mage Armor

    Both spells enhance the protection of a willing target through magical means.