Contagion — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Contagion is a 5th-level necromancy spell available to clerics and druids that delivers a touch-based disease debuff. You choose one of six diseases, but it only fully activates after the target fails three CON saves at end of their turns—successes on three ends it early. Effects range from blinds (Blinding Sickness) to stun-on-damage (Slimy Doom), lasting 7 days without concentration. As a veteran, I rate this Poor overall: the unreliable ramp-up (averaging 3 rounds minimum, often more) wastes a precious 5th slot when faster, surer debuffs exist. It's a trap for new casters dreaming of perma-debuffs, but shines rarely against low-CON solo threats.
| Property | Value |
|---|---|
| Level | 5 |
| School | Necromancy |
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S |
| Material | None |
| Duration | 7 days |
| Concentration | No |
| Ritual | No |
| Save/Attack | CON |
| Classes | Cleric, Druid |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Poor—unreliable activation vs 5th-level peers like Synaptic Static (instant 5d6+ongoing psychic). |
| Action Economy | Situational |
| Opportunity Cost | Dumps your best slot vs Hold Monster (paralyze+crits) or Insect Plague (28 avg DPR AoE). |
When worth the slot: Niche: low-CON solo threats with no healers, post-activation 7-day debilitation.
When NOT worth the slot: Standard combats with CON+5 foes or any AoE need.
Why veterans know this: Damage triggers are inevitable in combat; others require specific ability reliance, which bosses adapt around.
This avoids the mistake of: Newbies pick Blinding Sickness for 'blinded,' ignoring most foes' blindsight or legendary actions.
Why veterans know this: 5th slots are peak efficiency—Contagion's flat power doesn't justify higher.
This avoids the mistake of: Players upcast thinking more diseases, but it's single-target single-disease only.
Why veterans know this: 7-day duration enables downtime hooks like quarantines, turning a mediocre spell into plot fuel.
This avoids the mistake of: Casting then ignoring RP potential, treating it as Fireball-lite.
Why it's bad: 3 fails take ~3-6 rounds (DC15 avg 45% fail rate), letting them full-action you to death.
Do this instead: Scout CON proficiencies pre-fight; reserve for minions or NPCs.
Why it's bad: Flesh Rot's 'all damage vuln' tempts, but CHA checks rarely matter on fighters.
Do this instead: Ask 'what's the boss's primary stat?' then match (DEX for Seizure).
Why it's bad: Spell fizzles completely, burning slot for nothing.
Do this instead: Detect undead first or confirm via Knowledge checks.
No, Contagion is Poor for most tables—3-fail activation is too unreliable for a 5th-level slot. Use only on low-CON bosses with Slimy Doom; otherwise pick Hold Monster or Synaptic Static.
Bestow Curse (3rd level) is vastly superior: instant effect, concentration for flexibility, customizable curses. Contagion's long-term diseases rarely pay off due to cure spells.
No, melee spell attack prevents Twinned Spell (Sorcerer)—only single target. Use Quickened for double actions instead.
No, undead are immune to disease (MM p.6). Same for constructs; check immunities first.
Slimy Doom: stun on any damage is brutal post-activation. Avoid Flesh Rot—vuln rarely triggers enough.
Rarely; prepare Insect Plague or Conjure Volley instead. Situational for Wild Shape delivery on solo hunts.
After 3 failed CON saves (end of target's turns); averages 4-7 rounds at DC17 vs +5 save.
Yes, touch spell unaffected by water; diseases apply normally.
Citations: api:spells/contagion
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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