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Saving throws: Difference between revisions

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(→‎Features that affect saves: This section is meant to provide a few examples, not a comprehensive list.)
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{{PageSeo
{{PageSeo
| title = Saving throws
| title = Saving throws
| description = Saving throws are automatic dice rolls made to save against 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 made to '''save''' against certain harmful effects, such as spells, actions or surfaces. Saves are always associated with a specific [[Ability score|ability]] and are always rolled against a target [[Difficulty Class]] (DC). 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.


== Overview ==
== 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''.
All harmful effects that provoke a saving throw have an associated target number – a Difficulty Class (DC) – and an ability associated with its allowed save – referred to using terms like ''Strength saving throw'' 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 [[Proficiency|proficient]] in saves using that ability, they add their proficiency bonus as well.
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. If the creature is under an effect of a buff or a debuff{{note|[[List of features and items that affect saving throws]]}}, that effect's modifier is being added to the formula.


<center>Formula = {{InfoBlob|{{D20}} + [[Ability score modifier]] + [[Proficiency bonus]] (if proficient)}}</center>
<div class="center">Formula = {{InfoBlob|{{D20}} + [[Ability score modifier]] + [[Proficiency bonus]] (if proficient) + [[List of features and items that affect saving throws|Other modifiers]] (if any)}}</div>


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.


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}}


=== 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}}.


== Difficulty Class ==
== See also ==
{{hatnote|Main article: [[Difficulty Class]]}}
* [[List of features and items that affect saving throws]]
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.
* [[List of equipment that affect Spell Save DC]]


=== Spells ===
== Footnotes ==
{{hatnote|See also: [[Spells#Spellcasters|Spellcasting]]}}
{{notelist}}
Spell save DCs are calculated via the following formula:
 
<center>DC = {{InfoBlob|8 + [[Proficiency|proficiency bonus]] + spellcasting ability modifier}}</center>
 
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 ===
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>
 
=== 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 racial features, class features, spells, items, and conditions affect saving throws. For example:
*[[Elf|Elves]] have [[advantage]] on saving throws against being {{cond|Charmed}}.
*[[Paladin]] ability {{sai|Aura of Protection}} grants nearby allies a bonus to saves equal to Paladin's Charisma modifier.
*{{sai|Bless|Bless}} spell adds a 1d4 bonus to saves on the target; upcasting increases the number of targets.
*{{sai|Slow}} spell reduces target's Dexterity saves by 2; upcasting increases the number of targets.
*{{RarityItem|Cloak of Protection}} adds +1 to all saving throws.
*{{RarityItem|Helmet of Autonomy}} grants proficiency in Wisdom saves.
*{{cond|Bleeding}} incurs disadvantage on Constitution saves.
*{{cond|Prone}} incurs disadvantage on both Strength and Dexterity saves.


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{{NavGameplay}}


[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]
[[Category:Saving throws]]

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