Hallow 5e (5th Edition) in D&D

Hallow: You contact a factor and infuse a region around it with holy (or unholy) power. The location can have a radius up to 60 feet, and the spell fails if the radius consists of a location already beneath the impact of a hallow spell. The affected region is a problem with the following effects.

First, celestials, elementals, fey, fiends, and undead cannot enter the area, nor can such creatures charm, frighten, or possess creatures inside it. Any creature charmed, frightened, or possessed by means of such a creature is no longer charmed, frightened, or possessed upon getting into the area. You can leave out one or extra of these kinds of creatures from this effect.

Check alsoGuardian of Faith

Hallow 5e

  • Level: 5
  • Casting time: 24 hours
  • Components: V, S, M*
  • Range(area): Touch
  • Attack(save): CHA save
  • Damage(effect): Buff
  • School: Evocation
  • Duration: Until Dispelled

Second, you can bind a greater impact to the area. Choose the impact from the following list, or select an impact presented through the DM. Some of these results follow to creatures in the area; you can designate whether or not the impact applies to all creatures, creatures that comply with a particular deity or leader, or creatures of a particular sort, such as ores or trolls. When a creature that would be affected enters the spell’s vicinity for the first time on a flip or starts off evolved its flip there, it can make a Charisma saving throw. On a success, the creature ignores the more impact till it leaves the area.

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