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.
a flask of Holy Water worth 25+ GP, which the spell consumes
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Cleric
Spell card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Card colour
Protection from Evil and GoodAbjuration
VSM
1
ActionCasting time
TouchRange
Concentration up to 10 minutesDuration
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.
a flask of Holy Water worth 25+ GP, which the spell consumes
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pick “Save as PDF” as the destination in the print dialog.
Protection from Evil and Good — printable spell card
Level 1
Abjuration
Concentration
Casting time
Action
Range
Touch
Duration
Concentration up to 10 minutes
Components
V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)
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.