List of features and items that affect saving throws: Difference between revisions
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(Added Armour of Persistence since it grants continuous Resistance) Tags: Reverted Visual edit |
(Undo revision 150432 by Mattie (talk) The resistance condition is already documented in the list, imo it would be better to have it listed once since the source for it is both the cantrip and the armour.) Tag: Undo |
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*{{MdRarityItem|Phalar Aluve}} - [[Phalar Aluve: Sing]] grants all allies within 6 m / 20 ft radius a 1d4 bonus to Charisma, Wisdom, and Intelligence saves for 5 turns ({{recharge|short rest}}) | *{{MdRarityItem|Phalar Aluve}} - [[Phalar Aluve: Sing]] grants all allies within 6 m / 20 ft radius a 1d4 bonus to Charisma, Wisdom, and Intelligence saves for 5 turns ({{recharge|short rest}}) | ||
*{{MdRarityItem|Robe of Supreme Defences}} - While [[concentrating]], add wearer's [[Spells#Spellcasting ability|spellcasting modifier]] to saves | *{{MdRarityItem|Robe of Supreme Defences}} - While [[concentrating]], add wearer's [[Spells#Spellcasting ability|spellcasting modifier]] to saves | ||
====Strength saves==== | ====Strength saves==== | ||
*{{MdRarityItem|Hellrider's Pride}} - Strength saves +1 | *{{MdRarityItem|Hellrider's Pride}} - Strength saves +1 | ||
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*{{cond|Fetcher's Favour}} - Gain a 1d4 bonus to Charisma saves (bestowed upon the party at [[The High Hall]] after completing [[Find Mol]] and gaining her as an ally) | *{{cond|Fetcher's Favour}} - Gain a 1d4 bonus to Charisma saves (bestowed upon the party at [[The High Hall]] after completing [[Find Mol]] and gaining her as an ally) | ||
==Penalty to saving throws== | == Penalty to saving throws == | ||
{{h3|Class features}} | {{h3|Class features}} | ||
*{{sai|Boar Companion}} - All creatures within the {{sai|Kick Up Muck}} area suffer a -2 penalty to Dexterity saves | *{{sai|Boar Companion}} - All creatures within the {{sai|Kick Up Muck}} area suffer a -2 penalty to Dexterity saves | ||
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*{{cond|Mental Fatigue}} - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition | *{{cond|Mental Fatigue}} - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition | ||
==Proficiency in saving throws== | == Proficiency in saving throws == | ||
{{h3|Class features}} | {{h3|Class features}} | ||
*{{sai|Transmuter's Stone: Constitution}} - Proficiency in Constitution saves | *{{sai|Transmuter's Stone: Constitution}} - Proficiency in Constitution saves | ||
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<!--===Conditions===--> | <!--===Conditions===--> | ||
==Advantage on saving throws== | == Advantage on saving throws == | ||
{{h3|Races}} | {{h3|Races}} | ||
*{{race|Elf}} - Advantage on saves against being {{cond|Charmed}} | *{{race|Elf}} - Advantage on saves against being {{cond|Charmed}} | ||
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*{{sai|Countercharm}} - All allies in a 9 m / 30 ft radius around the [[Bard]] gain advantage on saves against being {{cond|Charmed}} or {{cond|Frightened}}, for 3 turns | *{{sai|Countercharm}} - All allies in a 9 m / 30 ft radius around the [[Bard]] gain advantage on saves against being {{cond|Charmed}} or {{cond|Frightened}}, for 3 turns | ||
{{h3|Spells}} | {{h3|Spells}} | ||
*{{sai|Heroes' Feast}} - Advantage on Wisdom saves | *{{sai|Heroes' Feast}} - Advantage on Wisdom saves | ||
*{{sai|Protection from Poison}} - Advantage on saves against being {{cond|Poisoned}} | *{{sai|Protection from Poison}} - Advantage on saves against being {{cond|Poisoned}} | ||
{{h3|Items}} | {{h3|Items}} | ||
==== All saves==== | ====All saves==== | ||
*{{MdRarityItem|Shadeclinger Armour}} - Advantage on saves while being [[obscured]] | *{{MdRarityItem|Shadeclinger Armour}} - Advantage on saves while being [[obscured]] | ||
*{{MdRarityItem|Shar's Spear of Evening}} - Advantage on saves while being [[obscured]] | *{{MdRarityItem|Shar's Spear of Evening}} - Advantage on saves while being [[obscured]] | ||
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*{{cond|Githzerai Mind Barrier}} - Advantage on Intelligence saves (rceived in the [[Mind Flayer Colony]]) | *{{cond|Githzerai Mind Barrier}} - Advantage on Intelligence saves (rceived in the [[Mind Flayer Colony]]) | ||
==Disadvantage on saving throws== | == Disadvantage on saving throws == | ||
{{h3|Class features}} | {{h3|Class features}} | ||
*{{sai|Eldritch Strike}} - Target suffers disadvantage on the next save against the caster's spell | *{{sai|Eldritch Strike}} - Target suffers disadvantage on the next save against the caster's spell | ||
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*{{cond|Harrowed}} - Target suffers disadvantage on Wisdom and Charisma saves (the aura emanates from the [[Echo of a Lost Love]]) | *{{cond|Harrowed}} - Target suffers disadvantage on Wisdom and Charisma saves (the aura emanates from the [[Echo of a Lost Love]]) | ||
==Automatical failure on saving throws== | == Automatical failure on saving throws == | ||
{{h3|Spells}} | {{h3|Spells}} | ||
*{{sai|Hold Person}} - Target automatically fails all Strength and Dexterity saves | *{{sai|Hold Person}} - Target automatically fails all Strength and Dexterity saves | ||
*{{sai|Hold Monster}} - Target automatically fails all Strength and Dexterity saves | *{{sai|Hold Monster}} - Target automatically fails all Strength and Dexterity saves | ||
{{h3|Items}} | {{h3|Items}} | ||
*{{RarityItem|Drow Poison}} - Target automatically fails all Strength and Dexterity saves | * {{RarityItem|Drow Poison}} - Target automatically fails all Strength and Dexterity saves | ||
*{{RarityItem|Crawler Mucus}} - Target automatically fails all Strength and Dexterity saves | * {{RarityItem|Crawler Mucus}} - Target automatically fails all Strength and Dexterity saves | ||
{{h3|Conditions}} | {{h3|Conditions}} | ||
*{{cond|Downed}} - Target automatically fails all Strength and Dexterity saves | *{{cond|Downed}} - Target automatically fails all Strength and Dexterity saves | ||
*{{cond|Paralysed}} - Target automatically fails all Strength and Dexterity saves | *{{cond|Paralysed}} - Target automatically fails all Strength and Dexterity saves | ||
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*{{cond|Befuddled}} - Target automatically fails all Strength and Dexterity saves | *{{cond|Befuddled}} - Target automatically fails all Strength and Dexterity saves | ||
==Other== | == Other == | ||
<!--===Class features===--> | <!--===Class features===--> | ||
{{h3|Spells}} | {{h3|Spells}} |
Revision as of 11:42, 7 February 2024
This is a comprehensive list of all sources of effects that directly affect saving throws.
General information
- A source can cause different effects as part of its mechanic, but this article lists only the saving throw related portion.
- Items listed in this article do not include mundane gear pieces of common quality and basic enchanted versions thereof.
- If a condition is incurred by a singular source (for ex. a class feature), this article lists that singular source. Otherwise only the condition is documented.
- For conditions caused by gear-exclusive passives and actions, the gear item takes pecedence over the passive or action in the list.
- Proficiency, Advantage, and Disadvantage do not add to the saving throw rolls directly, but modify them in a special way. See the corresponding mechanics pages for full information.
Bonus to saving throws
- - Target of gains a 1d6 bonus to the next save
- - grants the caster a 1d6 bonus to the next save
- Paladin with this aura gain a bonus to saves equal to the paladin's Charisma modifier - All allies in a 3 m / 10 ft radius around the
- Wild Magic Barbarian gain a bonus equal to their proficiency bonus to saves against spells, for 1 turn - All allies in a 3 m / 10 ft radius around the
- - Saves +1
All saves
- Safeguard Shield - Saves +1
- Cloak of Protection - Saves +1
- Ring of Protection - Saves +1
- Jhannyl's Gloves - Saves +1
- Moon Devotion Robe - Saves +1
- Helm of Balduran - Saves +1
- Absolute's Warboard - Saves +1 if the wielder has the Brand of the Absolute
- The Protecty Sparkswall - Saves +1 while being imbued with
- Defender Greataxe - Once per round on wielder's first attack, use Defensive Attack to reduce this weapon's enchantment by 1 and increase saves by 1
- Bonespike Boots - Saves +1 when not wearing armour or holding a shield
- Flame Enamelled Armour - Saves +2
- Armour of Agility - Saves +2
- Emblazoned Plate of the Marshal - Saves +2
- Corellon's Grace - Saves +2 when not wearing armour
- Viconia's Priestess Robe - Saves +2 while under the effect of Shield of Faith
- Dark Justiciar Helm - Saves against melee attacks +1 while being obscured. Constitution saves +1
- Dark Justiciar Helmet - Saves against spells +1. Constitution saves +1
- Sword of the Emperor - Saves against spells +2
- Flawed Helldusk Helmet - Saves against spells +2. Constitution saves +1
- Helldusk Helmet - Saves against spells +2
- Gloves of Soul Catching - Soul Catching: Gain a +5 bonus to the next saving throw after an unarmed hit, if Soul Catching Prowess was chosen ( Recharge: Per turn)
- Cerebral Citadel Gloves - or a target to gain a 1d4 bonus to saves for 3 turns. Strength saves +1
- Phalar Aluve - Phalar Aluve: Sing grants all allies within 6 m / 20 ft radius a 1d4 bonus to Charisma, Wisdom, and Intelligence saves for 5 turns ( Recharge: Short rest)
- Robe of Supreme Defences - While concentrating, add wearer's spellcasting modifier to saves
Strength saves
- Hellrider's Pride - Strength saves +1
- Gloves of Heroism - Strength saves +1
- Luminous Gloves - Strength saves +1
- Gloves of the Growling Underdog - Strength saves +1
- Dark Justiciar Gauntlets (Uncommon) - Strength saves +1
- Gloves of the Automaton - Strength saves +1
- Gloves of Battlemage's Power - Strength saves +1
- Dark Justiciar Gauntlets (Rare) - Strength saves +1
- Blackguard's Gauntlets - Strength saves +1
- Unwanted Masterwork Gauntlets - Strength saves +1
- Dwarven Splintmail - Strength saves +1
- The Reviving Hands - Strength saves +1
- Legacy of the Masters - Strength saves +1
- Gauntlets of Hill Giant Strength - Strength saves +1
- Helldusk Gloves - Strength saves +1
Dexterity saves
- Covert Cowl - Dexterity saves +1
- Helmet of Arcane Acuity - Dexterity saves +1
- The Graceful Cloth - Dexterity saves +1
- Dark Justiciar Boots - Dexterity saves +1
- Slinging Shoes - Dexterity saves +1
- Boots of Persistence - Dexterity saves +1
- Boots of Psionic Movement - Dexterity saves +1
- Helmet of Grit - Dexterity saves +1
Other saves
- Helmet of Smiting - Constitution saves +1
- Holy Lance Helm - Constitution saves +1
- Seemingly Gleaming Ring - Charisma saves +1
- Tyrannical Jackboots - Charisma saves +1
- Cerebral Citadel Armour - Intelligence, Wisdom, and Charisma saves +1 if infested by a mind flayer tadpole
- Circlet of Psionic Revenge - Intelligence, Wisdom, and Charisma saves +1 if githyanki (or disguised as one)
- - Saves +1
- - Saves +2 (received at Stormshore Tabernacle)
- - Saves +2 (bestowed upon the party at The High Hall after completing Rescue Volo)
- - Target gains a 1d4 bonus to saves
- - Gain a 1d4 bonus to saves
- - Gain a 1d6 bonus to saves until the next long rest (bestowed upon the party after completing Defeat the Duergar Intruders)
- - Gain a 1d6 bonus to saves until the next long rest (see Naoise Nallinto page for further details)
- - Wisdom saves +2 for 3 turns when at 30% hit points and lower
- - Gain a 1d4 bonus to Charisma saves (bestowed upon the party at The High Hall after completing Find Mol and gaining her as an ally)
Penalty to saving throws
- - All creatures within the area suffer a -2 penalty to Dexterity saves
- - Target of suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
- - Target of suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
- Seemingly Gleaming Ring - Wisdom saves -1
- Gloves of Baneful Striking - On a weapon hit, the target suffers a 1d4 penalty to saves against wearer's next spell, for 2 turns
- Phalar Aluve - Phalar Aluve: Shriek incurs a 1d4 penalty to Charisma, Wisdom, and Intelligence saves of all enemies within 6 m / 20 ft radius, for 5 turns ( Recharge: Short rest)
- - Saves -1
- - Target suffers a 1d4 penalty to saves
- - Target suffers a -2 penalty to Dexterity saves
- - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition
- - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition
Proficiency in saving throws
- - Proficiency in Constitution saves
- Helmet of Autonomy - Proficiency in Wisdom saves
- Elixir of Dwarven Resilience - Proficiency in saves until making three successful saves or until a long rest, upon consumption
Advantage on saving throws
- Elf - Advantage on saves against being
- Drow - Advantage on saves against being
- Half-Elf - Advantage on saves against being
- Halfling - Advantage on saves against being
- Strongheart Halfling - Advantage on saves against being
- Dwarf - Advantage on saves against being
- Duergar - Advantage on saves against illusions and against being and
- Gnome - Advantage on Intelligence, Wisdom, and Charisma saves
- - Gain advantage on Strength saves
- - Gain advantage on Strength saves
- - Gain advantage on Strength saves
- - Gain advantage on Strength saves
- - Gain advantage on Strength saves
- - Gain advantage on Strength saves
- - Gain advantage on Strength saves
- - Gain advantage on Strength saves
- Bard gain advantage on saves against being or , for 3 turns - All allies in a 9 m / 30 ft radius around the
- - Advantage on Wisdom saves
- - Advantage on saves against being
All saves
- Shadeclinger Armour - Advantage on saves while being obscured
- Shar's Spear of Evening - Advantage on saves while being obscured
- Magic Amulet - Expend a Reaction to make a save with advantage ( Recharge: Long rest)
- Shelter of Athkatla - Advantage on saves against spells
- Viconia's Walking Fortress - Advantage on saves against spells
- Orphic Hammer - Advantage on saves against spells
- Armour of Moonbasking - Advantage on saves against spells, even while being in Wild Shape
- Veil of the Morning - Advantage on saves against Undead attacks and spells
Constitution saves
- Spidersilk Armour - Advantage on Constitution saves
- Barkskin Armour - Advantage on Constitution saves
- Dark Justiciar Half-Plate (Rare) - Advantage on Constitution saves
- Steelwatcher Helmet - Advantage on Constitution saves
- Moon Devotion Robe - Advantage on Constitution saves
- Dark Justiciar Half-Plate (Very Rare) - Advantage on Constitution saves
- Armour of Landfall - Advantage on Constitution saves
- Amulet of Greater Health - Advantage on Constitution saves
- Drunken Cloth - Advantage on Constitution saves while being
Dexterity saves
- Acrobat Shoes - Advantage on Dexterity saves
- Ketheric's Shield - Advantage on Dexterity saves
- Elven Chain - Advantage on Dexterity saves
- Gontr Mael - Celestial Haste: Advantage on Dexterity saves for 5 turns ( Recharge: Long rest)
Other saves
- Balduran's Giantslayer - Giant Form: Advantage on Strength saves for 10 turns ( Recharge: Short rest)
- Elixir of the Colossus - Advantage on Strength saves, upon consumption
- Aberration Hunters' Amulet - Advantage on Intelligence saves if githyanki (or disguised as one)
- Amulet of the Harpers - Advantage on Wisdom saves
- Blackguard's Plate - Advantage on Wisdom saves
- Selûne's Spear of Night - Advantage on Wisdom saves
- Fey Semblance Amulet - Advantage on Intelligence, Wisdom, and Charisma saves
- Silver Sword of the Astral Plane - Advantage on Intelligence, Wisdom, and Charisma saves if githyanki (or disguised as one)
- Ring of Mind-Shielding - Advantage on saves against being
- Elixir of Peerless Focus - Advantage on Concentration saves and on saves against being , upon consumption
- The Mighty Cloth - Advantage on saves against being
- - Target has advantage on Strength saves
- - Target has advantage on Dexterity saves
- - Target has advantage on Dexterity saves
- - Advantage on Constitution, Dexterity, and Strength saves
- - Advantage on Intelligence saves (rceived in the Mind Flayer Colony)
Disadvantage on saving throws
- - Target suffers disadvantage on the next save against the caster's spell
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Strength saves
- - Target suffers disadvantage on Strength saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target of suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- ) - Target suffers disadvantage on Dexterity saves (the 3 stages before
- - Target suffers disadvantage on Constitution saves
- - Target suffers disadvantage on Constitution saves
- - Target suffers disadvantage on Intelligence saves
- - Target suffers disadvantage on Wisdom saves
- - Target suffers disadvantage on Charisma saves
- - Target suffers disadvantage on Strength saves
- - Target suffers disadvantage on Constitution saves
- Risky Ring - Disadvantage on saves for the wearer
- Jagged Spear - On a hit with this spear, targets suffer disadvantage on saves for 2 turns if they fail the DC 10 Charisma save
- Gauntlets of the Warmaster - Targets have disadvantage on saves against wearer's manoeuvres and weapon actions
- Rhapsody - While at +3 bonus from Scarlet Remittance, consume it to inflict disadvantage on saves upon hostile creatures against wielder's spells ( Recharge: Long rest)
- Hollow's Staff - Targets have disadvantage on saves against wielder's necromancy spells
- Staff of Cherished Necromancy - Targets have disadvantage on saves against wielder's necromancy spells
- Drakethroat Glaive - Targets have disadvantage on saves against wielder's dragonborn breath weapon
- Reaper's Embrace - Disadvantage on Dexterity saves for the wearer while Reaper's Rigidity is toggled on
- Sharpened Snare Cuirass - Targets have disadvantage on saves to resist wearer's attacks and spells
- Shield of the Undevout - Enemies have disadvantage on saves to resist wielder's spells or actions that inflict
- Oil of Diminution - Target suffers disadvantage on Strength saves for 2 turns if they fail the DC 11 Constitution save
- Tadpole Elixir - Disadvantage on Constitution, Wisdom and Intelligence saves, upon consumption
- Faltering Will - Disadvantage on Wisdom saves until long rest, upon consumption
- Resonance Stone - All creatures in a 9 m / 30 ft radius suffer disadvantage on Wisdom, Intelligence, and Charisma saves
- - Beasts and non-Elf Humanoids in a 3 m / 10 ft radius around He Who Was suffer disadvantage on saves
- - Target suffers disadvantage on Strength saves
- - Suffer disadvantage on Strength saves
- - Suffer disadvantage on Strength saves
- - All creatures in the area suffer disadvantage on Strength saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Strength and Dexterity saves
- - Target suffers disadvantage on Strength and Dexterity saves
- - Target suffers disadvantage on Strength and Dexterity saves
- - Target suffers disadvantage on Constitution saves
- - Gale suffers disadvantage on Constitution saves
- - Suffer disadvantage on Strength, Dexterity, and Constitution saves
- - Target suffers disadvantage on Wisdom saves
- - Target suffers disadvantage on Wisdom saves
- - Target suffers disadvantage on Charisma saves
- - Target suffers disadvantage on Charisma saves
- - Target suffers disadvantage on Wisdom and Charisma saves (the aura emanates from the Echo of a Lost Love)
Automatical failure on saving throws
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- Drow Poison - Target automatically fails all Strength and Dexterity saves
- Crawler Mucus - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
Other
- death saves - Targets have advantage on Wisdom and
- Ring of Evasion - When the wearer fails a Dexterity save, they can use their Reaction to succeed it instead
- Gibus of the Worshipful Servant - Advantage on Concentration saves
- Wizardsbane Oil - Target suffers disadvantage on Concentration saves
- Family Ring - Death saves +2
- Absolute's Talisman - Advantage on death saves if the wearer has the Brand of the Absolute
- Tarnished Charm - Reduce the DC of wearer's death saves from 10 down to 5
- Karabasan's Gift - Target suffers the effects of paralytic poison and automatically fails all Strength and Dexterity saves
- Essence of Ether - Suffer the effects of sophorific drug and automatically fail all Strength and Dexterity saves, upon consumption
- - Suffer a -1 penalty to all dice rolls until long rest (inflicted on a character who has had their blood drawn by Araj Oblodra)
- - Gale gains advantage on Concentration saves until long rest (see Balthazar's Experiment for details)