Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'gets contingency level'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        gods contingency level
                                    
                                
                                    
                                        gate contingent level
                                    
                                
                                    
                                        gate contingency level
                                    
                                
                                    
                                        gets contingent level
                                    
                                
                                    
                                        gm's contingent level
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    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 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.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the
                                                
                                            
                                                
                                                     target takes half as much damage and suffers none of the spell’s other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional
                                                
                                            
                                        
                                                     Spells
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range
                                                
                                            
                                                
                                                    .
When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
                                                
                                            
                                        
                                                     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)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to
                                                
                                            
                                                
                                                     your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn’t unlimited. If obtaining or using the information gets you in trouble
                                                
                                            
                                                
                                                     are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Izzet Guild Spells
Spell Level
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    Levels 11-16: Masters of the Realm By 11th level, characters are shining examples of courage and determination — true paragons in the world, set well apart from the masses. At this tier, adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Tasha’s Mind Whip 2nd-level enchantment Casting Time: 1 action Range: 90 feet Components: V Duration: 1 round You psychically lash out at one creature you can see within range. The target must make
                                                
                                            
                                                
                                                     gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. At Higher Levels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Exploring This Level All location descriptions for this level are keyed to map 3. As one gets closer to the River Sargauth, the echoes of its sluggish waters become ambient.  View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    
 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
                                                
                                            
                                                
                                                    Wizard Spells  Cantrips (0 Level)
 Acid Splash
 Chill Touch
 Dancing Lights
 Fire Bolt
 Light
 Mage Hand
 Mending
 Message
 Minor Illusion
 Poison Spray
 Prestidigitation
 Ray of Frost
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    Running the Adventure The adventure, which is designed for a group of four or five 5th-level player characters, gets under way the morning after the characters arrive in the vicinity of the ruins and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     gets away alive, leave signs that other cultists were hanging back as reinforcements, but fled when the original force was overwhelmed. Make sure the characters understand what this attack was about
                                                
                                            
                                                
                                                     characters and exclaim, “The dragons rise! You cannot stop us!” The characters gain a level at the end of this chapter.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     gets away alive, leave signs that other cultists were hanging back as reinforcements, but fled when the original force was overwhelmed. Make sure the characters understand what this attack was about
                                                
                                            
                                                
                                                     characters and exclaim, “The dragons rise! You cannot stop us!” The characters gain a level at the end of this event.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Contagion Level 5 Necromancy (Cleric, Druid) Casting Time: Action
 Range: Touch
 Component: V, S
 Duration: 7 days
 Your touch inflicts a magical contagion. The target must succeed on a
                                                
                                            
                                                
                                                     the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Contagion Level 5 Necromancy (Cleric, Druid) Casting Time: Action
 Range: Touch
 Component: V, S
 Duration: 7 days
 Your touch inflicts a magical contagion. The target must succeed on a
                                                
                                            
                                                
                                                     the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion (see appendix A in the Player’s Handbook). This exhaustion can’t be removed while the
                                                
                                            
                                                
                                                     creature is in the fog. No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia. The area within the fog is heavily obscured (see “Vision and Light” in chapter 8 of the Player’s Handbook).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     otherwise impenetrable. A nalfeshnee named Trantolox oversees this force.  The Scab
 For characters of level 11
 The adventurers try to enter the Bleeding Citadel, which gets its name from the weeping
                                                
                                            
                                                
                                                    Chapter 4: Sword of Zariel  The characters should be 11th level by the time they discover the location of the Sword of Zariel. The weapon awaits them in a cathedral formed out of positive energy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     tunnels and trenches. It mindlessly attacks anything that gets in its way, and occasionally ventures up to level 12 or down to level 14. Characters hear it long before they see it. The worm has a challenge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Fast Friends 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour When you need to make sure something gets done, you can’t rely on vague
                                                
                                            
                                                
                                                     cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. SPELLS BY CLASS
 You’re free to pitch the DM on allowing any class
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    . Although the level of refuse in the pit rises and falls, the pit never gets full. This is thanks to an unknown number of otyughs living at the bottom and eating their fill daily. They’re content to remain in
                                                
                                            
                                                
                                                     cleaner and less crowded than those near street level. A narrow wooden bridge connects the upper levels above the press and noise of the street. 2. Executioner’s Run The road through the Old City splits
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     Dessarin Valley is grinding to a halt. It is now vital to make sure that a caravan gets from Bargewright Inn to Triboar. This adventure is designed for a 5th-level party. Curse of the Fire Witch. The
                                                
                                            
                                                
                                                    Using the Treks Side treks presented in this chapter are summarized in this section, along with their level. Options for involving the characters are presented in the next section and in the side
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Theater Level 9 Bastion Facility Prerequisite: None
 Space: Vast
 Hirelings: 4
 Order: Empower
 The Theater contains a stage, a backstage area where props and sets are kept, and a seating area
                                                
                                            
                                                
                                                     14 days, followed by at least 7 days of performances. The performances can continue indefinitely until a new production gets underway. You or another character can contribute to a production in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Wizard Spell List This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
                                                
                                            
                                                
                                                     means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.  Cantrips (Level 0 Wizard Spells)   Spell School Special   Acid Splash Evocation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ”). Any other creature that dons the helmet becomes the new recipient of these messages. Halaster gets an average of one sending spell message per hour. Most of the messages are from desperate, deranged
                                                
                                            
                                                
                                                     materializes on the floor in the northwest corner. The chest is unlocked and contains 750 gp and three potions of greater healing. (See level 6, area 39c, for the significance of the word “xunderbrok.”)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     the island and its burned-out abbey. When the characters come across this information and decide to investigate the opportunity, the adventure officially gets under way. Isle of the Abbey is designed
                                                
                                            
                                                
                                                     for a party of four to six 5th-level characters.  ABOUT THE ORIGINAL
 “Isle of the Abbey” was designer Randy Maxwell’s contribution to 1992’s Dungeon 34.
 In designing this adventure, Maxwell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the lowest level (area P16), because this room’s magic can transform an illusory creature or object into a real one (within limits). The simulacrum thinks it can use the rune chamber to turn itself
                                                
                                            
                                                
                                                     learns that Dzaan is dead, Krintaas does whatever it takes to make sure the simulacrum gets the life-spark it needs to activate the rune chamber.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    Wizard Spell List This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     ability check while it is under the effect of a guidance spell and also has a Bardic Inspiration die, it can roll both a d4 and a d6 if it so chooses. Is the intent that a bard gets to know the number
                                                
                                            
                                                
                                                     spells gained through Magical Secrets? When you gain a level in the bard class, the class’s Spellcasting feature lets you replace one bard spell you know with another bard spell of an appropriate level. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     without first soliciting the advice of the Blackstaff, which contains Khelben Arunsun’s spirit as well as the spirits of all the other Blackstaffs who preceded her. She also gets intelligence from many
                                                
                                            
                                                
                                                     throws against spells and other magical effects.
 Spellcasting. Vajra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +12 to hit with spell attacks). She has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     questions the nothic in a language it understands can glean the following useful information amid its mad ravings: This level of Undermountain is called Shadowdusk Hold, and it has three tiers. The
                                                
                                            
                                                
                                                     deeper into Shadowdusk Hold one goes, the closer one gets to the Far Realm. There’s a secret room on each tier. The nothic knows the locations of all the secret doors leading to the secret rooms in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     neighbors brings unpredictability and change, things dwarves prefer to avoid. 
 Circumstances cease to be normal when a clan faces an external threat. When word gets out that one of their own is in danger
                                                
                                            
                                                
                                                     for their home. But the clan must survive, even if only as a shell of its former self, and so every clan has a contingency plan to secure a safe escape for the stronghold’s children and enough adults
                                                
                                            
                                        





