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{{PageSeo | {{PageSeo | ||
| title = Saving throws | | title = Saving throws | ||
| description = Saving throws are automatic dice rolls | | description = Saving throws are automatic dice rolls made to save against certain harmful effects, such as spells, actions or surfaces.}} | ||
'''Saving throws''' are automatic dice rolls | '''Saving throws''' are automatic dice rolls made to '''save''' against certain harmful effects, such as spells, actions or surfaces. Saves are always associated with a specific [[Ability score|ability]] and are always rolled against a target [[Difficulty Class]] (DC). When successful, they reduce or prevent harmful effects. | ||
== Overview == | == Overview == | ||
All harmful effects that | All harmful effects that can be saved against have an associated target number – a Difficulty Class (DC) – and an ability associated with its allowed save – referred to using terms such as ''Strength save'' 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 | 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. | ||
<center>Formula = {{InfoBlob|{{D20}} + [[Ability score modifier]] + [[Proficiency bonus]] (if proficient | <center>Formula = {{InfoBlob|{{D20}} + [[Ability score modifier]] + [[Proficiency bonus]] (if proficient)}}</center> | ||
The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number. | The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number. | ||
While the outcome of an attempted saving throw is always binary – it is either a success or a failure – the exact outcome of a successful save depends on the effect in question. Often, the damage or conditions inflicted by the associated effect will be reduced in severity, or sometimes ignored entirely. | |||
== | === 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}}. | |||
== | == Difficulty Class == | ||
{{ | {{hatnote|Main article: [[Difficulty Class]]}} | ||
An effect's Difficulty Class depends on where it originates from, and is typically intended to be reflective of how difficult the effect is to resist. | |||
=== Spells === | |||
{{hatnote|See also: [[Spells#Spellcasters|Spellcasting]]}} | |||
The following formula determines the DC of a spell: | |||
<center>DC = {{InfoBlob|8 + [[Proficiency|Proficiency bonus]] + Spellcasting ability modifier}}</center> | |||
Creatures capable of casting spells through their [[Class|class]] or class features (including [[Feat|feats]]) have proficiency in spellcasting, and add the proficiency bonus to the DC of any spells they cast. | |||
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 the caster's class. For instance, a [[Cleric|cleric]] casting {{SAI|Shatter}} from a scroll (a spell not normally available to clerics) adds its Wisdom modifier to the saving throw DC. | |||
=== Weapon actions === | |||
When a creature uses a [[Weapon actions|weapon action]] that forces another to make a save, the DC is determined using the following formula: | |||
<center>DC = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</center> | |||
=== Other effects === | |||
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 intended to be. For example, a rather ineffective trap could have a DC of just 5, whereas an effective trap 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. | |||
== Features that affect saves == | |||
Some class features, racial features, spells, and conditions affect saving throws. For example: | |||
* {{sai|Aura of Protection}} grants nearby allies a bonus to saves equal to caster's Charisma modifier | |||
* [[Elf|Elves]] have [[Advantage|advantage]] on saving throws against being {{cond|Charmed}} | |||
* {{sai|Bane_(Spell)|Bane}} spell incurs a 1d4 penalty to saves on the target | |||
* {{cond|Bleeding}} condition incurs disadvantage on Constitution saves | |||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] | ||