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List of features and items that affect saving throws: Difference between revisions
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{{ | {{PageSeo | ||
|title=List of features and items that affect saving throws | |||
|image=Warding Bond.webp | |||
|description=A comprehensive list of all sources of effects that directly affect saving throws. | |||
}} | |||
This is a comprehensive list of all sources of effects that directly affect [[saving throws]]. | This is a comprehensive list of all sources of effects that directly affect [[saving throws]]. | ||
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*Items listed in this article do not include mundane gear pieces of common quality and basic enchanted versions thereof. | *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. | *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. | *[[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 == | == Bonus to saving throws == | ||
{{ | === Class features === | ||
*[[Shield Master (Feat)]] - Dexterity saves +2 when wielding a [[Shields|shield]]. If a spell forces you to make a Dexterity saving throw, you can use your {{action|reaction}} to diminish the effect's damage. On a failed save, you only take half damage. On a successful save, you don't take any damage, even if you normally would | |||
*{{sai|Bardic Inspiration}} - Target of {{sai|Bardic Defence}} gains a 1d6 bonus to the next save | *{{sai|Bardic Inspiration}} - Target of {{sai|Bardic Defence}} gains a 1d6 bonus to the next save | ||
*{{sai|Combat Inspiration}} - {{sai|Valiant Defence}} grants the caster a 1d6 bonus to the next save | *{{sai|Combat Inspiration}} - {{sai|Valiant Defence}} grants the caster a 1d6 bonus to the next save | ||
*{{sai|Aura of Protection}} - All allies in a 3 m / 10 ft radius around the [[Paladin]] with this aura gain a bonus to saves equal to the paladin's Charisma [[Ability scores|modifier]] | *{{sai|Aura of Protection}} - All allies in a 3 m / 10 ft radius around the [[Paladin]] with this aura gain a bonus to saves equal to the paladin's Charisma [[Ability scores|modifier]] | ||
*{{sai|Magic Awareness}} - All allies in a 3 m / 10 ft radius around the [[Wild Magic (barbarian subclass)|Wild Magic Barbarian]] gain a bonus equal to their [[proficiency bonus]] to saves against spells, for 1 turn | *{{sai|Magic Awareness}} - All allies in a 3 m / 10 ft radius around the [[Wild Magic (barbarian subclass)|Wild Magic Barbarian]] gain a bonus equal to their [[proficiency bonus]] to saves against spells, for 1 turn | ||
=== Spells === | |||
*{{sai|Warding Bond}} - Saves +1 | *{{sai|Warding Bond}} - Saves +1 | ||
=== Items === | |||
====All saves==== | ====All saves==== | ||
*{{MdRarityItem|Safeguard Shield}} - Saves +1 | *{{MdRarityItem|Safeguard Shield}} - Saves +1 | ||
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*{{MdRarityItem|Flawed Helldusk Helmet}} - Saves against spells +2. Constitution saves +1 | *{{MdRarityItem|Flawed Helldusk Helmet}} - Saves against spells +2. Constitution saves +1 | ||
*{{MdRarityItem|Helldusk Helmet}} - Saves against spells +2 | *{{MdRarityItem|Helldusk Helmet}} - Saves against spells +2 | ||
*{{MdRarityItem|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}}) | |||
*{{MdRarityItem|Cerebral Citadel Gloves}} - {{cond|Charmed|Charm}} or {{cond|Frightened|Frighten}} a target to gain a 1d4 bonus to saves for 3 turns. Strength saves +1 | *{{MdRarityItem|Cerebral Citadel Gloves}} - {{cond|Charmed|Charm}} or {{cond|Frightened|Frighten}} a target to gain a 1d4 bonus to saves for 3 turns. Strength saves +1 | ||
*{{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}}) | ||
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*{{MdRarityItem|Cerebral Citadel Armour}} - Intelligence, Wisdom, and Charisma saves +1 if infested by a mind flayer tadpole | *{{MdRarityItem|Cerebral Citadel Armour}} - Intelligence, Wisdom, and Charisma saves +1 if infested by a mind flayer tadpole | ||
*{{MdRarityItem|Circlet of Psionic Revenge}} - Intelligence, Wisdom, and Charisma saves +1 if [[githyanki]] (or disguised as one) | *{{MdRarityItem|Circlet of Psionic Revenge}} - Intelligence, Wisdom, and Charisma saves +1 if [[githyanki]] (or disguised as one) | ||
=== Conditions === | |||
*{{cond|Happy}} - Saves +1 | *{{cond|Happy}} - Saves +1 | ||
*{{cond|Anointed in Splendour}} - Saves +2 (received at [[Statue of the Gods|Stormshore Tabernacle]]) | *{{cond|Anointed in Splendour}} - Saves +2 (received at [[Statue of the Gods|Stormshore Tabernacle]]) | ||
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== Penalty to saving throws == | == Penalty to saving throws == | ||
=== Class features === | |||
*{{sai|Boar Companion}} - | *{{sai|Boar Companion}} - All creatures within the {{sai|Kick Up Muck}} area suffer a -2 penalty to Dexterity saves | ||
*{{sai|Wolf Companion}} - Target of {{sai|Infectious Bite (Wolf Companion)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves | *{{sai|Wolf Companion}} - Target of {{sai|Infectious Bite (Wolf Companion)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves | ||
=== Spells === | |||
*{{sai|Find Familiar: Rat}} - Target of {{sai|Infectious Bite (Rat)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves | *{{sai|Find Familiar: Rat}} - Target of {{sai|Infectious Bite (Rat)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves | ||
=== Items === | |||
*{{MdRarityItem|Seemingly Gleaming Ring}} - Wisdom saves -1 | *{{MdRarityItem|Seemingly Gleaming Ring}} - Wisdom saves -1 | ||
*{{MdRarityItem|Gloves of Baneful Striking}} - On a weapon hit, the target suffers a 1d4 penalty to saves against wearer's next spell, for 2 turns | |||
*{{MdRarityItem|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}}) | *{{MdRarityItem|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}}) | ||
=== Conditions === | |||
*{{cond|Bloodless}} - Saves -1 | *{{cond|Bloodless}} - Saves -1 | ||
*{{cond|Bane}} - Target suffers a 1d4 penalty to saves | *{{cond|Bane}} - Target suffers a 1d4 penalty to saves | ||
*{{cond|Slowed}} - Target suffers a -2 penalty to Dexterity saves | |||
*{{cond|Reverberation}} - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition | *{{cond|Reverberation}} - Target suffers a -1 penalty to Strength, Dexterity, and Constitution 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 | *{{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 == | ||
{{ | === Class features === | ||
*{{sai|Resilient}} - Increase an [[Abilities|ability]] by 1 (max 20). Gain proficiency in that ability's saves | |||
*{{sai|Transmuter's Stone: Constitution}} - Proficiency in Constitution saves | *{{sai|Transmuter's Stone: Constitution}} - Proficiency in Constitution saves | ||
*{{sai|Iron Mind}} - Proficiency in Wisdom and Intelligence saves | |||
<!--===Spells===--> | <!--===Spells===--> | ||
=== Items === | |||
*{{MdRarityItem|Helmet of Autonomy}} - Proficiency in Wisdom saves | *{{MdRarityItem|Helmet of Autonomy}} - Proficiency in Wisdom saves | ||
*{{MdRarityItem|Elixir of Dwarven Resilience}} - Proficiency in saves until making three successful saves or until a [[long rest]], upon consumption | |||
<!--===Conditions===--> | <!--===Conditions===--> | ||
== Advantage on saving throws == | == Advantage on saving throws == | ||
=== Races === | |||
*{{race|Elf}} - Advantage on saves against being {{cond|Charmed}} | *{{race|Elf}} - Advantage on saves against being {{cond|Charmed}} | ||
*{{race|Drow}} - Advantage on saves against being {{cond|Charmed}} | *{{race|Drow}} - Advantage on saves against being {{cond|Charmed}} | ||
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**{{race|Duergar}} - Advantage on saves against illusions and against being {{cond|Charmed}} and {{cond|Paralysed}} | **{{race|Duergar}} - Advantage on saves against illusions and against being {{cond|Charmed}} and {{cond|Paralysed}} | ||
*{{race|Gnome}} - Advantage on Intelligence, Wisdom, and Charisma saves | *{{race|Gnome}} - Advantage on Intelligence, Wisdom, and Charisma saves | ||
{{ | === Class features === | ||
*{{sai|Frenzy}} - | *{{sai|Lucky}} - Gain 3 '''Luck Points''' that recharge after a [[long rest]], which you can use to gain advantage on the next saving throw, one point per throw | ||
*{{sai|Rage}} - | *{{sai|Frenzy}} - Advantage on Strength saves | ||
*{{sai|Rage: Bear Heart}} - | *{{sai|Rage}} - Advantage on Strength saves | ||
*{{sai|Rage: Eagle Heart}} - | *{{sai|Rage: Bear Heart}} - Advantage on Strength saves | ||
*{{sai|Rage: Elk Heart}} - | *{{sai|Rage: Eagle Heart}} - Advantage on Strength saves | ||
*{{sai|Rage: Tiger Heart}} - | *{{sai|Rage: Elk Heart}} - Advantage on Strength saves | ||
*{{sai|Rage: Wolf Heart}} - | *{{sai|Rage: Tiger Heart}} - Advantage on Strength saves | ||
*{{sai|Patient Defence}} - | *{{sai|Rage: Wolf Heart}} - Advantage on Strength saves | ||
*{{sai|Patient Defence}} - Advantage on Strength saves | |||
*{{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 | ||
=== 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}} | ||
*[[Mage Slayer|Mage Slayer (Feat)]] - Advantage on any save against a spell that was cast within the melee range at you. Enemies you hit have disadvantage on [[concentration]] saves | |||
=== 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]] | ||
*{{MdRarityItem| | *{{MdRarityItem|Chancer's Carcanet}} - Expend a {{action|reaction}} to make a save with advantage ({{recharge|long rest}}) | ||
*{{MdRarityItem|Shelter of Athkatla}} - Advantage on saves against spells | *{{MdRarityItem|Shelter of Athkatla}} - Advantage on saves against spells | ||
*{{MdRarityItem|Viconia's Walking Fortress}} - Advantage on saves against spells | *{{MdRarityItem|Viconia's Walking Fortress}} - Advantage on saves against spells | ||
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*{{MdRarityItem|Barkskin Armour}} - Advantage on Constitution saves | *{{MdRarityItem|Barkskin Armour}} - Advantage on Constitution saves | ||
*{{MdRarityItem|Dark Justiciar Half-Plate (Rare)}} - Advantage on Constitution saves | *{{MdRarityItem|Dark Justiciar Half-Plate (Rare)}} - Advantage on Constitution saves | ||
*{{MdRarityItem|Steelwatcher Helmet}} - Advantage on Constitution saves | |||
*{{MdRarityItem|Moon Devotion Robe}} - Advantage on Constitution saves | *{{MdRarityItem|Moon Devotion Robe}} - Advantage on Constitution saves | ||
*{{MdRarityItem|Dark Justiciar Half-Plate (Very Rare)}} - Advantage on Constitution saves | *{{MdRarityItem|Dark Justiciar Half-Plate (Very Rare)}} - Advantage on Constitution saves | ||
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*{{MdRarityItem|Elixir of Peerless Focus}} - Advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves and on saves against being {{cond|Charmed}}, upon consumption | *{{MdRarityItem|Elixir of Peerless Focus}} - Advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves and on saves against being {{cond|Charmed}}, upon consumption | ||
*{{MdRarityItem|The Mighty Cloth}} - Advantage on saves against being {{cond|Restrained}} | *{{MdRarityItem|The Mighty Cloth}} - Advantage on saves against being {{cond|Restrained}} | ||
=== Conditions === | |||
*{{cond|Enlarged}} - Target has advantage on Strength saves | *{{cond|Enlarged}} - Target has advantage on Strength saves | ||
*{{cond|Hastened}} - Target has advantage on Dexterity saves | *{{cond|Hastened}} - Target has advantage on Dexterity saves | ||
*{{cond|Gaseous Form}} - | *{{cond|Haste Spores}} - Target has advantage on Dexterity saves | ||
*{{cond|Githzerai Mind Barrier}} - | *{{cond|Gaseous Form}} - Advantage on Constitution, Dexterity, and Strength saves | ||
*{{cond|Githzerai Mind Barrier}} - Advantage on Intelligence saves (received in the [[Mind Flayer Colony]]) | |||
== Disadvantage on saving throws == | == Disadvantage on saving throws == | ||
=== 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 | ||
*{{sai|Nature's Wrath}} - Target suffers disadvantage on Dexterity saves | *{{sai|Nature's Wrath}} - Target suffers disadvantage on Dexterity saves | ||
=== Spells === | |||
*{{sai|Contagion: Filth Fever}} - Target suffers disadvantage on Strength saves | *{{sai|Contagion: Filth Fever}} - Target suffers disadvantage on Strength saves | ||
*{{sai|Bestow Curse: Strength Disadvantage}} - Target suffers disadvantage on Strength saves | *{{sai|Bestow Curse: Strength Disadvantage}} - Target suffers disadvantage on Strength saves | ||
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*{{sai|Find Familiar: Frog}} - Target of {{sai|Bufotoxin}} suffers disadvantage on Dexterity saves | *{{sai|Find Familiar: Frog}} - Target of {{sai|Bufotoxin}} suffers disadvantage on Dexterity saves | ||
*{{sai|Evard's Black Tentacles}} - Target suffers disadvantage on Dexterity saves | *{{sai|Evard's Black Tentacles}} - Target suffers disadvantage on Dexterity saves | ||
*{{sai|Flesh to Stone}} (the 3 stages before {{cond|Petrified|Petrification}}) - Target suffers disadvantage on Dexterity saves | |||
*{{sai|Contagion: Slimy Doom}} - Target suffers disadvantage on Constitution saves | *{{sai|Contagion: Slimy Doom}} - Target suffers disadvantage on Constitution saves | ||
*{{sai|Bestow Curse: Constitution Disadvantage}} - Target suffers disadvantage on Constitution saves | *{{sai|Bestow Curse: Constitution Disadvantage}} - Target suffers disadvantage on Constitution saves | ||
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*{{sai|Bestow Curse: Wisdom Disadvantage}} - Target suffers disadvantage on Wisdom saves | *{{sai|Bestow Curse: Wisdom Disadvantage}} - Target suffers disadvantage on Wisdom saves | ||
*{{sai|Bestow Curse: Charisma Disadvantage}} - Target suffers disadvantage on Charisma saves | *{{sai|Bestow Curse: Charisma Disadvantage}} - Target suffers disadvantage on Charisma saves | ||
=== Weapon actions === | |||
*{{sai|Weakening Strike}} - Target suffers disadvantage on Strength saves | *{{sai|Weakening Strike}} - Target suffers disadvantage on Strength saves | ||
*{{sai|Heartstopper}} - Target suffers disadvantage on Constitution saves | *{{sai|Heartstopper}} - Target suffers disadvantage on Constitution saves | ||
=== Items === | |||
*{{MdRarityItem|Risky Ring}} - Disadvantage on saves for the wearer | *{{MdRarityItem|Risky Ring}} - Disadvantage on saves for the wearer | ||
*{{MdRarityItem|Jagged Spear}} - On a hit with this spear, targets suffer disadvantage on saves for 2 turns if they fail the [[DC]] 10 Charisma save | *{{MdRarityItem|Jagged Spear}} - On a hit with this spear, targets suffer disadvantage on saves for 2 turns if they fail the [[DC]] 10 Charisma save | ||
*{{MdRarityItem|Gauntlets of the Warmaster}} - Targets have disadvantage on saves against wearer's [[manoeuvres]] and [[weapon actions]] | *{{MdRarityItem|Gauntlets of the Warmaster}} - Targets have disadvantage on saves against wearer's [[manoeuvres]] and [[weapon actions]] | ||
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*{{MdRarityItem|Staff of Cherished Necromancy}} - Targets have disadvantage on saves against wielder's [[necromancy]] spells | *{{MdRarityItem|Staff of Cherished Necromancy}} - Targets have disadvantage on saves against wielder's [[necromancy]] spells | ||
*{{MdRarityItem|Drakethroat Glaive}} - Targets have disadvantage on saves against wielder's [[dragonborn]] breath weapon | *{{MdRarityItem|Drakethroat Glaive}} - Targets have disadvantage on saves against wielder's [[dragonborn]] breath weapon | ||
*{{MdRarityItem|Reaper's Embrace}} - Disadvantage on Dexterity saves for the wearer while [[Reaper's Rigidity]] is toggled on | |||
*{{MdRarityItem|Sharpened Snare Cuirass}} - Targets have disadvantage on saves to resist wearer's {{cond|Restrained|Restraining}} attacks and spells | *{{MdRarityItem|Sharpened Snare Cuirass}} - Targets have disadvantage on saves to resist wearer's {{cond|Restrained|Restraining}} attacks and spells | ||
*{{MdRarityItem|Shield of the Undevout}} - Enemies have disadvantage on saves to resist wielder's spells or actions that inflict {{Cond|Fearful|Fear}} | *{{MdRarityItem|Shield of the Undevout}} - Enemies have disadvantage on saves to resist wielder's spells or actions that inflict {{Cond|Fearful|Fear}} | ||
*{{MdRarityItem|Oil of Diminution}} - Target suffers disadvantage on Strength saves for 2 turns if they fail the [[DC]] 11 Constitution save | |||
*{{MdRarityItem|Tadpole Elixir}} - Disadvantage on Constitution, Wisdom and Intelligence saves, upon consumption | *{{MdRarityItem|Tadpole Elixir}} - Disadvantage on Constitution, Wisdom and Intelligence saves, upon consumption | ||
*{{MdRarityItem|Faltering Will}} - Disadvantage on Wisdom saves until [[long rest]], upon consumption | *{{MdRarityItem|Faltering Will}} - Disadvantage on Wisdom saves until [[long rest]], upon consumption | ||
{{ | *{{MdRarityItem|Resonance Stone}} - All creatures in a 9 m / 30 ft radius suffer disadvantage on Wisdom, Intelligence, and Charisma saves | ||
=== Conditions === | |||
*{{cond|Burden of Time Aura}} - [[Beast|Beasts]] and non-[[Elf]] [[Humanoid|Humanoids]] in a 3 m / 10 ft radius around [[He Who Was]] suffer disadvantage on saves | *{{cond|Burden of Time Aura}} - [[Beast|Beasts]] and non-[[Elf]] [[Humanoid|Humanoids]] in a 3 m / 10 ft radius around [[He Who Was]] suffer disadvantage on saves | ||
*{{cond|Reduced}} - Target suffers disadvantage on Strength saves | *{{cond|Reduced}} - Target suffers disadvantage on Strength saves | ||
*{{cond|Feverish}} - Suffer disadvantage on Strength saves | *{{cond|Feverish}} - Suffer disadvantage on Strength saves | ||
**{{cond|Filth Fever}} - Suffer disadvantage on Strength saves | **{{cond|Filth Fever}} - Suffer disadvantage on Strength saves | ||
*{{cond|Sea Plague}} - All creatures in the area suffer disadvantage on Strength saves | |||
*{{cond|Ensnared}} - Target suffers disadvantage on Dexterity saves | *{{cond|Ensnared}} - Target suffers disadvantage on Dexterity saves | ||
*{{cond|Entangled}} - Target suffers disadvantage on Dexterity saves | *{{cond|Entangled}} - Target suffers disadvantage on Dexterity saves | ||
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*{{cond|Muddy}} - Target suffers disadvantage on Dexterity saves | *{{cond|Muddy}} - Target suffers disadvantage on Dexterity saves | ||
*{{cond|Constricted}} - Target suffers disadvantage on Dexterity saves | *{{cond|Constricted}} - Target suffers disadvantage on Dexterity saves | ||
*{{cond|Shadow-Cursed Vines}} - Target suffers disadvantage on Dexterity saves | |||
*{{cond|Command: Grovel}} - Target suffers disadvantage on Strength and Dexterity saves | *{{cond|Command: Grovel}} - Target suffers disadvantage on Strength and Dexterity saves | ||
*{{cond|Hideous Laughter}} - Target suffers disadvantage on Strength and Dexterity saves | *{{cond|Hideous Laughter}} - Target suffers disadvantage on Strength and Dexterity saves | ||
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*{{cond|Rotting}} - Target suffers disadvantage on Charisma saves | *{{cond|Rotting}} - Target suffers disadvantage on Charisma saves | ||
**{{cond|Flesh Rot}} - Target suffers disadvantage on Charisma saves | **{{cond|Flesh Rot}} - Target suffers disadvantage on Charisma saves | ||
*{{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 == | |||
=== Spells === | |||
*{{sai|Hold Person}} - Target automatically fails all Strength and Dexterity saves | |||
*{{sai|Hold Monster}} - Target automatically fails all Strength and Dexterity saves | |||
=== Items === | |||
* {{RarityItem|Drow Poison}} - Target automatically fails all Strength and Dexterity saves | |||
* {{RarityItem|Crawler Mucus}} - Target automatically fails all Strength and Dexterity saves | |||
=== Conditions === | |||
*{{cond|Downed}} - Target automatically fails all Strength and Dexterity saves | |||
*{{cond|Paralysed}} - Target automatically fails all Strength and Dexterity saves | |||
*{{cond|Sleeping}} - Target automatically fails all Strength and Dexterity saves | |||
*{{cond|Stunned}} - Target automatically fails all Strength and Dexterity saves | |||
*{{cond|Lethargic}} - Target automatically fails all Strength and Dexterity saves | |||
*{{cond|Knocked Out}} - Target automatically fails all Strength and Dexterity saves | |||
*{{cond|Confused Stupor}} - Target automatically fails all Strength and Dexterity saves | |||
*{{cond|Befuddled}} - Target automatically fails all Strength and Dexterity saves | |||
== Other == | == Other == | ||
=== Class features === | |||
{{ | *{{sai|War Caster: Concentration}} - Advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves for spells | ||
*{{sai| | *{{sai|Dungeon Delver: Perception}} - Advantage on [[Perception]] checks made to detect hidden objects and on saves made to avoid or resist traps | ||
=== Spells === | |||
*{{sai|Beacon of Hope}} - Targets have advantage on Wisdom and [[Death Saving Throw|death]] saves | *{{sai|Beacon of Hope}} - Targets have advantage on Wisdom and [[Death Saving Throw|death]] saves | ||
=== Items === | |||
*{{MdRarityItem|Ring of Evasion}} - When the wearer fails a Dexterity save, they can use their {{action|reaction}} to succeed it instead | *{{MdRarityItem|Ring of Evasion}} - When the wearer fails a Dexterity save, they can use their {{action|reaction}} to succeed it instead | ||
*{{MdRarityItem|Gibus of the Worshipful Servant}} - Advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves | *{{MdRarityItem|Gibus of the Worshipful Servant}} - Advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves | ||
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*{{MdRarityItem|Tarnished Charm}} - Reduce the [[DC]] of wearer's [[Death Saving Throw|death saves]] from 10 down to 5 | *{{MdRarityItem|Tarnished Charm}} - Reduce the [[DC]] of wearer's [[Death Saving Throw|death saves]] from 10 down to 5 | ||
*{{MdRarityItem|Karabasan's Gift}} - Target suffers the effects of paralytic poison and automatically fails all Strength and Dexterity saves | *{{MdRarityItem|Karabasan's Gift}} - Target suffers the effects of paralytic poison and automatically fails all Strength and Dexterity saves | ||
{{ | *{{MdRarityItem|Essence of Ether}} - Suffer the effects of sophorific drug and automatically fail all Strength and Dexterity saves, upon consumption | ||
*{{cond| | === Conditions === | ||
*{{cond| | *{{cond|Blood-draw Sickness}} - Suffer a -1 penalty to all dice rolls until [[long rest]] (inflicted on a character who has had their blood drawn by [[Araj Oblodra]]) | ||
*{{cond|Mystra's Benevolence}} - [[Gale]] gains advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves until [[long rest]] (see [[Balthazar's Experiment]] for details) | |||
[[Category:Lists]] | [[Category:Lists]] | ||
[[Category:Lists of sources]] | [[Category:Lists of sources]] | ||
[[Category:Saving throws]] | [[Category:Saving throws]] |
Revision as of 10:23, 27 March 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
Class features
- Shield Master (Feat) - Dexterity saves +2 when wielding a shield. If a spell forces you to make a Dexterity saving throw, you can use your Reaction to diminish the effect's damage. On a failed save, you only take half damage. On a successful save, you don't take any damage, even if you normally would
- - 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
Spells
- - Saves +1
Items
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)
Conditions
- - 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
Class features
- - 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
Spells
- - Target of suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
Items
- 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)
Conditions
- - 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
Class features
- ability by 1 (max 20). Gain proficiency in that ability's saves - Increase an
- - Proficiency in Constitution saves
- - Proficiency in Wisdom and Intelligence saves
Items
- 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
Races
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against illusions and against being and
- - Advantage on Intelligence, Wisdom, and Charisma saves
Class features
- long rest, which you can use to gain advantage on the next saving throw, one point per throw - Gain 3 Luck Points that recharge after a
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - 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
Spells
- - Advantage on Wisdom saves
- - Advantage on saves against being
- Mage Slayer (Feat) - Advantage on any save against a spell that was cast within the melee range at you. Enemies you hit have disadvantage on concentration saves
Items
All saves
- Shadeclinger Armour - Advantage on saves while being obscured
- Shar's Spear of Evening - Advantage on saves while being obscured
- Chancer's Carcanet - 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
Conditions
- - 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 (received in the Mind Flayer Colony)
Disadvantage on saving throws
Class features
- - Target suffers disadvantage on the next save against the caster's spell
- - Target suffers disadvantage on Dexterity saves
Spells
- - 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
Weapon actions
- - Target suffers disadvantage on Strength saves
- - Target suffers disadvantage on Constitution saves
Items
- 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
Conditions
- - 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
Spells
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
Items
- Drow Poison - Target automatically fails all Strength and Dexterity saves
- Crawler Mucus - Target automatically fails all Strength and Dexterity saves
Conditions
- - 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
Class features
- Concentration saves for spells - Advantage on
- Perception checks made to detect hidden objects and on saves made to avoid or resist traps - Advantage on
Spells
- death saves - Targets have advantage on Wisdom and
Items
- 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
Conditions
- - 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)