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{{PageSeo
''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''
| title = Saving throws
| 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 ==
A '''Saving Throw''', also called a '''save''', is a D20 roll the game makes for a creature to decide whether it can save itself against a special kind of threat, such as a spell, poison, trap, and so on.  Each save has a Difficulty Class (DC) which must be reached or exceeded for the save to be successful.
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.
[[Category:Gameplay Mechanics]]


<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 ==


The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number.  
Each Saving Throw is related to a specific [[Ability Score]].  (Depending on the ability, the Saving Throw can be referred to as a Strength Save, Dexterity Save, Constitution Save, and so on.)  The type of save determines the [[Die Rolls#Modifiers|Modifiers]] the creature uses.  In addition to its Ability Score Modifier, the creature can also add its Proficiency Bonus to the result if it has [[Proficiency]] in the corresponding type of Saving Throw. This means the formula is:


== Game mechanics ==
Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}


== Saving Throws by Type ==
=== Ability Score Modifier ===
* [[Constitution Saving Throws]]


== See also ==
Following is the Ability Score Modifier table based on the value of the Ability Score being used for the save:
* [[List of features and items that affect saving throws]]
* [[List of Equipment that Affect Spell DC]]


== Footnotes ==
{| class="wikitable" style="width: 30%; text-align: center;"
{{notelist}}
|+ Ability Score Modifier depending on the value of the Ability Score used
! Score !! Modifier
|-
| 1 || -5
|-
| 2-3 || -4
|-
| 4-5 || -3
|-
| 6-7 || -2
|-
| 8-9 || -1
|-
| 10-11 || +0
|-
| 12-13 || +1
|-
| 14-15 || +2
|-
| 16-17 || +3
|-
| 18-19 || +4
|-
| 20-21 || +5
|-
| 22-23 || +6
|-
| 24-25 || +7
|-
| 26-27 || +8
|-
| 28-29 || +9
|-
| 30 || +10
|}


{{NavGameplay}}
=== Proficiency Bonus ===


[[Category:Gameplay mechanics]]
As explained above, a creature needs [[Proficiency]] in the corresponding type of Saving Throw for its [[Proficiency Bonus]] to apply.  Each [[Class]] provides a creature Proficiency in two types of Saving Throw:
[[Category:Saving throws]]
 
{| class="wikitable" style="width: 75%"
|+ Saving Throw Proficiencies granted by each Class
! Barbarian !! Bard !! Cleric !! Druid !! Fighter !! Monk
|-
|
* Strength
* Constitution
|
* Dexterity
* Charisma
|
* Wisdom
* Charisma
|
* Intelligence
* Wisdom
|
* Strength
* Constitution
|
* Strength
* Dexterity
|-
! Paladin !! Ranger !! Rogue !! Sorcerer !! Warlock !! Wizard
|-
|
* Wisdom
* Charisma
|
* Strength
* Dexterity
|
* Dexterity
* Intelligence
|
* Constitution
* Charisma
|
* Wisdom
* Charisma
|
* Intelligence
* Wisdom
|}
 
Following is the table of Proficiency Bonus values, by Level of the creature making the save:
 
{| class="wikitable" style="width: 30%; text-align: center;"
|+ Proficiency Bonus by Level
! Level !! Proficiency Bonus
|-
| 1 to 4 || + 2
|-
| 5 to 8 || + 3
|-
| 9 to 12 || + 4
|-
| 13 to 16 || + 5
|-
| 17 to 20 || + 6
|}
 
== The Difficulty Class of Saving Throws ==
 
If a creature casts a spell that forces another to make a save, the DC is determined according to the properties of the '''spell caster''', using the following formula:
 
Difficulty Class = 8 + Ability Score Modifier + Proficiency Bonus
 
The [[Ability Score]] used to determine the Modifier depends on the class of the caster, and is the same as the one used for the [[Attack Roll]]:
 
{| class="wikitable" style="width: 75%"
|+ Table of classes by which Ability Score they use for spells
! Intelligence !! Wisdom !! Charisma
|-
| style="width: 33%" |
* [[Wizard]]
* [[Arcane Trickster]] (Rogue)
* [[Eldritch Knight]] (Fighter)
| style="width: 33%" |
* [[Cleric]]
* [[Druid]]
* [[Ranger]]
| style="width: 33%" |
* [[Bard]]
* [[Paladin]]
* [[Sorcerer]]
* [[Warlock]]
|}
 
The Proficiency needed to gain the Proficiency Bonus is spell casting.  All creatures capable of casting spells through their Class, Subclass, or Feats, have this proficiency.  However, if a creature that can't normally cast spells uses a Scroll or other item to cast one, it will lack the Proficiency Bonus.  (TODO: Verify that this is actually implemented in BG3!  It's been verified for Attack Rolls, but not the Difficulty Class of Saving Throws imposed on others.)
 
In case of threats that don't originate from a spell caster, such as a trap that just sprung or a poisonous apple you just ate, 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 hapless 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.
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