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Returning 35 results for 'blinded breathing diffusing contingency regions'.
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Spells
Player’s Handbook
two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes
Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the
Contingency
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency
Monsters
Guildmasters’ Guide to Ravnica
. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Bite
anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica.
A wurm burrows through loose earth by using deep sonic vibrations to liquefy the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
next 24 hours.
Six Heads. The anathema has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.Multiattack (Anathema Form Only). The anathema
.
Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control.PoisonAcid
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Monsters
Princes of the Apocalypse
an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60
or be blinded until initiative count 20 on the next round.
Regional Effects
When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-scenes spells such as word of recall, find the path, contingency, teleport, and true seeing alter the way players approach their adventures. Each spell level after that point introduces new effects with an
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-scenes spells such as word of recall, find the path, contingency, teleport, and true seeing alter the way players approach their adventures. Each spell level after that point introduces new effects with an
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-scenes spells such as word of recall, find the path, contingency, teleport, and true seeing alter the way players approach their adventures. Each spell level after that point introduces new effects with an
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
., swim 50 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
6 (−2)
CHA
1 (−5)
Condition Immunities blinded, charmed, frightened
1 hour.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
., swim 50 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
6 (−2)
CHA
1 (−5)
Condition Immunities blinded, charmed, frightened
1 hour.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
., swim 50 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
6 (−2)
CHA
1 (−5)
Condition Immunities blinded, charmed, frightened
1 hour.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Bronze Dragon Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek
Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy
1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing
Legendary Actions
Legendary Action Uses: 3 (4 in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Bronze Dragon Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek
Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy
1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing
Legendary Actions
Legendary Action Uses: 3 (4 in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Bronze Dragon Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek
Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy
1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing
Legendary Actions
Legendary Action Uses: 3 (4 in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Fey Conjuration C, M Summon Undead Necromancy C, M Tongues Divination — Vampiric Touch Necromancy C Water Breathing Transmutation R Level 4 Wizard Spells Spell School Special Arcane Eye
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Fey Conjuration C, M Summon Undead Necromancy C, M Tongues Divination — Vampiric Touch Necromancy C Water Breathing Transmutation R Level 4 Wizard Spells Spell School Special Arcane Eye
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Conjuration C Tongues Divination — Vampiric Touch Necromancy C Water Breathing Transmutation R Level 4 Wizard Spells Spell School Special Arcane Eye Divination C Banishment Abjuration C Blight
of Force Evocation C Wall of Stone Evocation C Level 6 Wizard Spells Spell School Special Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
regions under their control. Tasha once likened histachii to the bees that tend to larvae in beehives. It is a fanciful view of a horrific process.
—Mordenkainen
Yuan-ti Anathema
Huge Monstrosity
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Actions
Multiattack (Anathema Form Only). The anathema makes two Claw attacks and one Flurry of Bites attack
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
regions under their control. Tasha once likened histachii to the bees that tend to larvae in beehives. It is a fanciful view of a horrific process.
—Mordenkainen
Yuan-ti Anathema
Huge Monstrosity
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Actions
Multiattack (Anathema Form Only). The anathema makes two Claw attacks and one Flurry of Bites attack
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Skull Lord Skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to
; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
Senses






