Overview
Listen, if you're a wizard hitting 6th level, Contingency is your new best friend—the ultimate 'just in case' button that can save your bacon when the dice go south. This 6th-level evocation burns a precious 6th-level slot plus another up to 5th-level slot upfront, taking 10 minutes to cast, but it lays in a self-only trapdoor for 10 days: pick a 1-action spell that targets you (like Dimension Door, Stoneskin, or Fly), define a precise trigger ('when I'm hit and below 20 HP' or 'when grappled'), and it auto-fires the moment conditions hit, no action required. That's spell slot economy gold in deadly campaigns—your opportunity cost is high (ditch Chain Lightning's 66 average damage or Wall of Force's lockdown), but it averages preventing a TPK versus Fireball's burst. Veterans love it for combos like Dimension Door on low HP (escape 500ft away instantly) or Counterspell on enemy cast detection (triggers if you sense magic). Common misplay: vague triggers that never pop or offensive picks like Fireball (can't target self-only). It's RAW self-only, no RAI disputes, but DMs might nitpick trigger wording—keep it simple. Poor in safe games or short days (10-day duration wastes slots), but excellent for paranoid blasters facing assassins or dragons. Head-to-head: Beats 3rd-level Counterspell's reaction (proactive vs reactive) but loses to 9th-level Foresight's always-on supremacy. Build for Schools of Illusion (Mirror Image synergy) or Abjuration (Ward maintenance). Don't sleep on this; it's mediocre casters' trap into godhood.
Stat Block
| Property | Value |
|---|---|
| Level | 6 |
| School | Evocation |
| Casting Time | 10 minutes |
| Range | Self |
| Components | V, S, M |
| Material | A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp. |
| Duration | 10 days |
| Concentration | No |
| Ritual | No |
| Save/Attack | None |
| Classes | Wizard |
When NOT to Use This
- •Adventuring days under 4 encounters—10-day duration outlasts need, wasting slots.
- •Gold-strapped parties (1500gp x3 =4.5k/week unsustainable).
- •Safe urban intrigue—no ambushes to trigger escape.
- •Versus foes with True Seeing/Dispel focus—too easy to counter.
Spell Slot Efficiency
| Metric | Assessment |
|---|---|
| Slot Efficiency | Situational—burns 6th +5th slots (11 total levels) for 10-day insurance, poor vs direct damage but excellent life-preserver. |
| Action Economy | Excellent |
| Opportunity Cost | Forego Chain Lightning (66 avg dmg) or Wall of Force (fight control); huge in combat nova builds. |
When worth the slot: Deadly campaigns with assassins/dragons, solo wizards, or when gold flows (post-level 11).
When NOT worth the slot: Low-lethality games, short rests galore, or pre-11th when slots tight.
Pro Tips (Veteran Secrets)
Tip #1: Default to Dimension Door on 'HP reduced to half or less'—saves 90% of wizard deaths per my tables.
Why veterans know this: Seen TPKs from bad rolls; this auto-wins initiative loss vs CR+3 foes.
This avoids the mistake of: Forgetting reaction for Counterspell, leaving you exposed.
Tip #2: Combine with Readied Detect Magic for 'when divination detects hostile magic' Counterspell trigger.
Why veterans know this: Preempts Bigby's Hand or Hold Monster before it lands.
This avoids the mistake of: Wasting turns sensing manually.
Tip #3: Illusionists: Mirror Image on first attack—60% miss chance without concentration tax.
Why veterans know this: Frees Hypnotic Pattern for control.
This avoids the mistake of: Casting Mirror Image post-first hit when already prone.
Tip #4: Abjurers: Freedom of Movement on 'restrained or paralyzed'—breaks every CC.
Why veterans know this: Ward stays up, you act first.
This avoids the mistake of: Upcasting lower spells inefficiently.
Common Mistakes to Avoid
Picking multi-target spells like Cure Wounds or Haste.
Why it's bad: Contingent spell targets only you; fails RAW and wastes double slots.
Do this instead: Stick to self-targets: Fly, Stoneskin, Dimension Door.
Vague triggers like 'when I'm in trouble'.
Why it's bad: DM fiat denies trigger; spell wasted for 10 days.
Do this instead: Specific: 'when damaged by an attack' or 'when HP < 30'.
Forgetting the 1500gp statuette and letting it leave your pack.
Why it's bad: Ends prematurely; 6th+5th slots gone for nothing.
Do this instead: Attune-like: check daily, store safely in Handy Haversack.
Recasting over low-value contingents instead of letting 10 days lapse.
Why it's bad: Opportunity cost skyrockets gold/slot burn.
Do this instead: One high-value setup (teleport) lasts full duration.
Usage Tips
- •Cast during downtime in town before delving; pair with Dimension Door triggered on 'reduced to 10 HP or less' to teleport 500ft to allies, buying turns without burning your reaction.
- •Use Stoneskin ('when first damaged in combat') for 75 average temp HP absorption—beats upcasting lower defenses since it auto-procs before you act.
- •Fly on 'when starting combat prone or grappled' counters melee rushers; veterans chain this with Invisibility for hit-and-run.
- •Mirror Image on 'when first attacked' gives three illusory duplicates instantly, dodging 60%+ attacks without concentration.
Rules Notes
- •Triggers only the first time the circumstance occurs, even if you don't want it—precise wording is critical to avoid misfires.
- •Only one Contingency active per caster; recasting ends the previous one.
- •Ends if the 1500gp statuette leaves your person—keep it in an extradimensional space like a Bag of Holding at your peril.
- •Contingent spell must be 5th level or lower, 1 action casting time, and normally able to target you—no AoEs like Fireball or multi-target heals.
Synergies
- •Dimension Door + high-Alertness Perception for ambush-proof escapes.
- •Stoneskin with Abjurer's Arcane Ward—Contingency refills Ward indirectly by preventing damage.
- •Counterspell triggered on 'detected enemy spellcasting via Readied Detect Magic' for preemptive denial.
- •Nondetection to hide your Contingency statuette from Detect Magic scries.
Anti-Patterns
- •Complex triggers like 'when surrounded by three enemies casting spells'—DMs rule vaguely, wasting slots.
- •Offensive contingent spells (e.g., Magic Missile)—can't target self, pure waste.
- •Recasting daily without need—1500gp statuette adds up to 10k+ gp by level 13.
Tactical Modules
- •Emergency Teleport — When to use: Boss fights or ambushes where mobility denial threatens TPK.. Synergy: Dimension Door auto-escapes 500ft/away, synergizes with allies' Readied Help for post-teleport setup.
- •Melee Immunity — When to use: Against assassins, giants, or grapplers closing fast.. Synergy: Fly or Dimension Door on 'grappled or prone' keeps you airborne/blasted safely.
- •Damage Sponge — When to use: High-CR single foes like dragons breathing on you.. Synergy: Stoneskin + Absorb Elements double-dip resistance, averaging 100+ effective HP buffer.
- •Spellshield — When to use: Antimagic-heavy foes or enemy wizards.. Synergy: Counterspell on 'hostile spell sensed' beats reactive Counterspell.
Countermeasures
- •Threat: Antimagic Field suppresses the Contingency. — Response: Avoid field entry; trigger before stepping in with precise range awareness.. Fallback: Manual Dimension Door readied or Potion of Invisibility.
- •Threat: Dispel Magic on you (DC 17). — Response: Protect with Nondetection or Globe of Invulnerability.. Fallback: Recast post-combat; have backup contingencies like Alarm.
- •Threat: Theft or destruction of statuette. — Response: Store in Bag of Holding; trigger ends only if not 'on your person'—argue extradimensional counts.. Fallback: Mending to repair if damaged; recast with spare gold.
- •Threat: Trigger misfires due to poor wording. — Response: Use simple conditions: 'when hit by attack' not 'when in danger'.. Fallback: Ready the spell manually.
Frequently Asked Questions
Is Contingency good in 5e?
Excellent for wizards in dangerous campaigns—auto-triggers life-saving spells like Dimension Door on low HP, preventing TPKs. Situational in low-lethality games due to high slot/gold cost. Veterans rate it top-5 wizard spells for insurance value.
Best Contingency spells 5e?
Dimension Door (escape), Stoneskin (tank), Fly (anti-melee), Counterspell (anti-caster), Mirror Image (dodge). Avoid anything not self-targeting or 1-action. Dimension Door saves most lives per table data.
Contingency 5e combos wizard?
Pair with Abjuration for Ward synergy or Illusion for Mirror Image auto-dodge. Trigger Counterspell via Readied Detect Magic. Gold Wizard funds endless recasts.
Does Contingency work with Haste 5e?
No—Haste requires concentration and targets others primarily; RAW it must 'can target you' but fails self-only restriction. Use Freedom of Movement instead for anti-CC.
Can you cast Contingency underwater 5e?
Yes, as long as components are handled (verbal fine, somatic ok, statuette on person). Pair with Water Breathing trigger on 'engulfed in liquid' per example.
Contingency vs Foresight 5e which better?
Contingency cheaper (6th slot) for specific triggers; Foresight (9th) always-on superior for full immunities. Use Contingency early, upgrade to Foresight at 17+.
Is Contingency worth it over Counterspell 5e?
Yes for proactive prep in ambushes; Counterspell reactive only. Contingency wins long-term insurance, Counterspell short-burst denial.
Contingency material component consumed 5e?
No, statuette stays on person or spell ends—keep it safe. Costs 1500gp upfront, reusable if not lost.
Citations: api:spells/contingency
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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