Editing Saving throws

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{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Dice rolls]].''}}
| title = Saving throws
A '''saving throw''', also called a '''save''', is a die roll the game makes for a creature to decide whether it can avoid or reduce the harmful effects of various threats, such as a spell, poison, trap, and so on.  The creature's ability score modifier and proficiency bonus (if proficient in the relevant ability) are added to the roll.
| description = Saving throws are automatic dice rolls representing a creature’s attempt to “save” themselves from certain harmful effects, such as spells, actions or surfaces.}}
'''Saving throws''' are automatic dice rolls representing a creature’s attempt to “'''save'''” themselves from harm. They are provoked by [[spells]], the hostile actions (other than [[attacks]]) of other creatures, or hazards like [[traps]] and [[surface]]s. Saves are always associated with a specific [[Ability score|ability]] and are always rolled against a target [[Difficulty Class]] (DC), both determined by the triggering effect. When successful, they reduce or prevent harmful effects.


== Overview ==
<center>Result = {{InfoBlob|{{D20}} + [[Ability score modifier]] + [[Proficiency bonus]] (if proficient)}}</center>
All harmful effects that provoke a saving throw have an associated target number – a Difficulty Class (DC) – and an ability associated with its allowed save – referred to using terms like ''Strength saving throw'' or ''Dexterity save''.


When attempting a saving throw, a creature rolls a d20 and adds the save's associated ability score modifier to the result. If they are [[Proficiency|proficient]] in saves using that ability, they add their proficiency bonus as well. If the creature is under an effect of a buff or a debuff{{note|[[List of features and items that affect saving throws]]}}, that effect's modifier is being added to the formula.
Each saving throw is tied to an [[ability score]] that determines its type.  Accordingly, it can be referred to as a Strength save, Dexterity save, Constitution save, and so on. For a save to succeed, it must reach or exceed a value known as the [[#The Difficulty Class of Saving Throws|Difficulty Class]] (DC) of the incoming threat.


<center>Formula = {{InfoBlob|{{D20}} + [[Ability score modifier]] + [[Proficiency bonus]] (if proficient) + [[List of features and items that affect saving throws|Other modifiers]] (if any)}}</center>
== Modifiers ==
Saving throws are affected by the [[ability score modifier]] of the ability that they are tied to. In addition to that, being [[proficient]] in a type of saving throw allows the creature to add its [[proficiency bonus]] to the roll.


The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number.  
Saving throws can also be affected by [[advantage]] or [[disadvantage]].  For example, [[Elf|Elves]] have advantage on saving throws against being {{cond|Charmed}}. As another example, the {{cond|Bleeding}} condition incurs disadvantage on Constitution saves.


== Game mechanics ==
Some [[spells]] can also affect a saving throw, such as {{sai|Bane_(Spell)|Bane}}, {{sai|Bless}}, {{sai|Resistance_(Cantrip)|Resistance}}, etc.
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}


== Saving Throws by Type ==
{{h3|Ability score modifier}}
* [[Constitution Saving Throws]]
''Main page: [[Ability score modifier]]''


== Footnotes ==
Below is the ability score modifier table based on the value of the ability score being used for the save:
{{notelist}}


{{AbilityScoreModifierTable}}
{{h3|Proficiency bonus}}
''Main page: [[Proficiency bonus]] (See also: [[Proficiency]])''
As explained above, a creature needs [[proficiency]] in the corresponding type of saving throw for its proficiency bonus to apply. Each [[class]] provides proficiency in two types of saving throws:
<center>{{ClassSavingThrowsTable}}</center>
Below is the table of proficiency bonus values, by level of the creature making the save:
{{ProficiencyBonusTable}}
== The Difficulty Class of saving throws ==
If a creature uses a [[Weapon actions|weapon action]] that forces another to make a save, the Difficulty Class (DC) is determined according to the properties of the '''weapon action''' and the '''attacker''', using the following formula:
<center>DC = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</center>
If a creature casts a [[Spells|spell]] that forces another to make a save, the DC is determined according to the properties of the '''spell caster''', using the following formula:
<center>DC = {{InfoBlob|8 + [[Proficiency|Proficiency bonus]] + Spellcasting ability modifier}}</center>
The [[ability score]] used to determine the spellcasting ability modifier depends on the class of the caster, and is the same as the one used for the [[attack roll]]:
<center>{{ClassSpellcastingAbilityTable}}</center>
In Baldur's Gate 3, the same class ability modifiers apply when casting a spell from a [[Scrolls|scroll]], even when the spell being cast is not normally available to your class. For instance, a [[Cleric]] casting {{SAI|Shatter}} from a scroll (a spell not normally available to clerics) adds its [[Wisdom]] modifier to the saving throw DC.
The proficiency needed to gain the spellcasting proficiency bonus is [[Spells#Spellcasters|Spellcasting]]. All creatures capable of casting spells through their class, subclass, or feats have this proficiency. If a creature that can't normally cast spells uses a scroll or other item to cast one, it will receive its proficiency bonus based on the attack roll or saving throw DC of that spell.
In the case of threats that don't originate from a spell caster, such as a trap or a poisonous apple, the game sets the DC based on how serious the threat is supposed to be. For example, a rather ineffective trap could have a DC of just 5, whereas a very powerful one could have a DC of 15. A slightly spoiled tart could impose a Constitution save of DC 5, whereas a potent venom from a snake could impose a DC 15 Constitution save on the victim.
== Effects of a successful saving throw ==
Making a successful saving throw could mean avoiding negative effects entirely, or it could merely mean reducing the damage taken, usually by half. Depending on the threat, there could also be other rules that determine what happens on a failed or successful save.
== Death saving throws ==
{{hatnote|Main article: [[Death Saving Throw]]}}
Death saving throws are a special type of saving throw made by playable characters and companions after they have been {{cond|Downed}}. Three successful saves will let a creature stabilise, no longer needing to make saves, and three failures will lead to the creature becoming {{cond|Dead}}.
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[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]
[[Category:Saving throws]]
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