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Saving throws: Difference between revisions

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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}}.
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 ==
=== Difficulty Class ===
{{hatnote|Main article: [[Difficulty Class]].}}
{{hatnote|Main article: [[Difficulty Class]].}}
An effect's Difficulty Class depends on its cause.
An effect's Difficulty Class depends on its cause.


=== Spells ===
==== Spells ====
{{hatnote|See also: [[Spells#Spellcasters|Spellcasting]].}}
{{hatnote|See also: [[Spells#Spellcasters|Spellcasting]].}}
The following formula determines the DC of a spell:
The following formula determines the DC of a spell:
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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.
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 ===
==== 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:
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>
<center>DC = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</center>


=== Other effects ===
==== 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
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



Revision as of 19:22, 5 December 2023

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, and are always rolled against a target Difficulty Class (DC), and when successful will reduce or prevent harmful effects.

Overview

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.

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.

Difficulty Class

Main article: Difficulty Class.

An effect's Difficulty Class depends on its cause.

Spells

See also: Spellcasting.

The following formula determines the DC of a spell:

DC = 8 + Proficiency bonus + Spellcasting ability modifier

Creatures capable of casting spells through their class or class features (including 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 scroll, even when the spell being cast is not normally available to the caster's 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.

Weapon actions

When a creature uses a weapon action that forces another to make a save, the DC is determined using the following formula:

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

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 and conditions affect saving throws: