PROTECTION FROM EVIL AND GOOD


Abjuration Level 1

STANDARD

Casting Time 1 action
Range Touch
Components V, S, M
Duration Concentration, up to 10 minutes

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.
Components. Holy water or powdered silver and iron, which the spell consumes.

Spell Variants & Exotic Components – level 1
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 action
Range Touch
Components V, S, M
Duration Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against a certain type of alignment: evil or good.
The protection grants several benefits. Creatures of those alignment have disadvantage on attack rolls against the target.
Components. Holy water or powdered silver and iron, which the spell consumes.

SPELL VARIANT #2

Casting Time 1 action
Range Touch
Components V, S, M
Duration Concentration, up to 10 minutes

This spell variant grants complete protection against an Outsider coming from any Outer Plane. The Outsider cannot attack by any means the target of this spell. If the spell is cast around an area where the spellcaster’s is about to summon an Outsider, the Outisder will not be able to escape the circle of protection.
Components. True Name of the Outsider (not consumed).