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{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Dice rolls]].''}}
{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[dice rolls]].''}}
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.
'''Saving throws''' are automatic dice rolls made to '''save''' against certain harmful effects, such as spells, actions or surfaces.


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


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.
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>
 
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.


== Modifiers ==
== 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.
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.


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.
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.

Revision as of 15:18, 5 December 2023

Saving throws are automatic dice rolls made to save against certain harmful effects, such as spells, actions or surfaces.

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 proficient in saves using that ability, they add their proficiency bonus as well.

Formula = D20.png d20 + Ability score modifier + Proficiency bonus (if proficient)

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.

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.

Saving throws can also be affected by advantage or disadvantage. For example, Elves have advantage on saving throws against being Charmed Charmed. As another example, the Bleeding Bleeding condition incurs disadvantage on Constitution saves.

Some spells can also affect a saving throw, such as Bane Bane, Bless Bless, Resistance Resistance, etc.

Template:H3 Main page: Ability score modifier

Below is the ability score modifier table based on the value of the ability score being used for the save:

Ability score modifier chart
Ability score Modifier value Ability score Modifier value
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10

Template:H3 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:

Saving Throw Proficiencies by Class
Barbarian Barbarian Bard Bard Cleric Cleric

Strength Strength

Constitution Constitution

Dexterity Dexterity

Charisma Charisma

Wisdom Wisdom

Charisma Charisma

Druid Druid Fighter Fighter Monk Monk

Intelligence Intelligence

Wisdom Wisdom

Strength Strength

Constitution Constitution

Strength Strength

Dexterity Dexterity

Paladin Paladin Ranger Ranger Rogue Rogue

Wisdom Wisdom

Charisma Charisma

Strength Strength

Dexterity Dexterity

Dexterity Dexterity

Intelligence Intelligence

Sorcerer Sorcerer Warlock Warlock Wizard Wizard

Constitution Constitution

Charisma Charisma

Wisdom Wisdom

Charisma Charisma

Intelligence Intelligence

Wisdom Wisdom

Below is the table of proficiency bonus values, by level of the creature making the save:

Proficiency Bonus Chart
Level Proficiency Bonus
1 to 4 + 2
5 to 8 + 3
9 to 12 + 4

The Difficulty Class of saving throws

If a creature uses a 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:

DC = 10 + Strength or Dexterity + Inherent Weapon Action Bonus DC

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:

DC = 8 + Proficiency bonus + Spellcasting ability modifier

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:

Classes sorted by which Ability Score they use for Spellcasting
Intelligence Intelligence Wisdom Wisdom Charisma Charisma

Wizard Wizard
Arcane Trickster Arcane Trickster
Eldritch Knight Eldritch Knight

Cleric Cleric
Druid Druid
Ranger Ranger

Bard Bard
Paladin Paladin
Sorcerer Sorcerer
Warlock Warlock
Barbarian Barbarian (Scrolls only)

In Baldur's Gate 3, the same class ability modifiers apply when casting a spell from a scroll, even when the spell being cast is not normally available to your class. For instance, a Cleric casting Shatter 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 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

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 Downed Downed. Three successful saves will let a creature stabilise, no longer needing to make saves, and three failures will lead to the creature becoming Dead Dead.

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