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| | title = Saving throws | | | 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.}} | | | 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 [[attack]]s) 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. | | '''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. |
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| == Overview == | | == Overview == |
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| <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> | | <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> |
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| The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number. | | The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number. |
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| 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.
| | == Game mechanics == |
| | {{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}} |
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| === Death saving throws === | | == Saving Throws by Type == |
| {{hatnote|Main article: [[Death Saving Throw]]}}
| | * [[Constitution Saving Throws]] |
| 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}}.
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| == Difficulty Class ==
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| {{hatnote|Main article: [[Difficulty Class]]}}
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| An effect's Difficulty Class depends on where it originates from, and is typically intended to be reflective of how difficult the effect is to resist.
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| === Spells ===
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| {{hatnote|See also: [[Spells#Spellcasters|Spellcasting]]}}
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| Spell save DCs are calculated via the following formula:
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| <center>DC = {{InfoBlob|8 + [[Proficiency|Proficiency bonus]] + Spellcasting ability modifier}}</center>
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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.
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| === Weapon actions ===
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| When a creature uses a [[Weapon actions|weapon action]] that forces another to make a save, the DC is determined using the following formula:
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| <center>DC = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</center>
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| === Other effects ===
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| 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.
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| == Footnotes == | | == Footnotes == |