Saving throws: Difference between revisions

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''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''
''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''


A '''Saving Throw''', also called a '''save''', is a D20 roll the game makes for a creature to decide whether it can save itself against a special kind of threat, such as a spell, poison, trap, and so on.  Each save has a Difficulty Class (DC) which must be reached or exceeded for the save to be successful.
[[Category:Gameplay Mechanics]]
 
A '''Saving Throw''', also called a '''save''', is a die roll the game makes for a creature to decide whether it can avoid or reduce the harmful effects of various threats, such as a spell, poison, trap, and so on.  The creature's Ability Score Modifier and Proficiency Bonus are added to the roll.
 
Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus


[[Category:Gameplay Mechanics]]
For a Saving Throw to succeed, it must reach or exceed a certain value, called its Difficulty Class (DC).
 
Each Saving Throw is tied to an [[Ability Score]] that determines its type.  Depending on this, it can be referred to as a Strength Save, Dexterity Save, Constitution Save, and so on.


== Modifiers ==
== Modifiers ==


Each Saving Throw is related to a specific [[Ability Score]].  (Depending on the ability, the Saving Throw can be referred to as a Strength Save, Dexterity Save, Constitution Save, and so on.)  The type of save determines the [[Die Rolls#Modifiers|Modifiers]] the creature uses.  In addition to its Ability Score Modifier, the creature can also add its Proficiency Bonus to the result if it has [[Proficiency]] in the corresponding type of Saving Throw. This means the formula is:
Saving Throws are affected by the [[Ability Score Modifier]] of the ability they're tied to.  In addition to that, a creature can be [[Proficiency|Proficient]] in a type of Saving Throw, allowing it to add its Proficiency Bonus to the roll.


  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
Saving Throws can also be affected by [[Advantage|Advantage / Disadvantage]]. For example, [[Elf|Elves]] have Advantage on Saving Throws against being [[Charmed]].  As another example, the [[Bleeding]] condition incurs Disadvantage on Constitution Saves.


=== Ability Score Modifier ===
=== Ability Score Modifier ===

Revision as of 23:01, 29 January 2023

For a comprehensive summary of the mechanics behind all rolls and modifiers, see Die Rolls.

A Saving Throw, also called a save, is a die roll the game makes for a creature to decide whether it can avoid or reduce the harmful effects of various threats, such as a spell, poison, trap, and so on. The creature's Ability Score Modifier and Proficiency Bonus are added to the roll.

Result = D20.png d20 + Ability Score Modifier + (optional) Proficiency Bonus

For a Saving Throw to succeed, it must reach or exceed a certain value, called its Difficulty Class (DC).

Each Saving Throw is tied to an Ability Score that determines its type. Depending on this, it can be referred to as a Strength Save, Dexterity Save, Constitution Save, and so on.

Modifiers

Saving Throws are affected by the Ability Score Modifier of the ability they're tied to. In addition to that, a creature can be Proficient in a type of Saving Throw, allowing it to add its Proficiency Bonus to the roll.

Saving Throws can also be affected by Advantage / Disadvantage. For example, Elves have Advantage on Saving Throws against being Charmed. As another example, the Bleeding condition incurs Disadvantage on Constitution Saves.

Ability Score Modifier

Following is the Ability Score Modifier table based on the value of the Ability Score being used for the save:

Ability Score Modifier depending on the value of the Ability Score used
Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

Proficiency Bonus

As explained above, a creature needs Proficiency in the corresponding type of Saving Throw for its Proficiency Bonus to apply. Each Class provides a creature Proficiency in two types of Saving Throw:

Saving Throw Proficiencies granted by each Class
Barbarian Bard Cleric Druid Fighter Monk
  • Strength
  • Constitution
  • Dexterity
  • Charisma
  • Wisdom
  • Charisma
  • Intelligence
  • Wisdom
  • Strength
  • Constitution
  • Strength
  • Dexterity
Paladin Ranger Rogue Sorcerer Warlock Wizard
  • Wisdom
  • Charisma
  • Strength
  • Dexterity
  • Dexterity
  • Intelligence
  • Constitution
  • Charisma
  • Wisdom
  • Charisma
  • Intelligence
  • Wisdom

Following is the table of Proficiency Bonus values, by Level of the creature making the save:

Proficiency Bonus by Level
Level Proficiency Bonus
1 to 4 + 2
5 to 8 + 3
9 to 12 + 4
13 to 16 + 5
17 to 20 + 6

The Difficulty Class of Saving Throws

If a creature casts a spell that forces another to make a save, the DC is determined according to the properties of the spell caster, using the following formula:

Difficulty Class = 8 + Ability Score Modifier + Proficiency Bonus

The Ability Score used to determine the Modifier depends on the class of the caster, and is the same as the one used for the Attack Roll:

Table of classes by which Ability Score they use for spells
Intelligence Wisdom Charisma

The Proficiency needed to gain the Proficiency Bonus is spell casting. All creatures capable of casting spells through their Class, Subclass, or Feats, have this proficiency. However, if a creature that can't normally cast spells uses a Scroll or other item to cast one, it will lack the Proficiency Bonus. (TODO: Verify that this is actually implemented in BG3! It's been verified for Attack Rolls, but not the Difficulty Class of Saving Throws imposed on others.)

In case of threats that don't originate from a spell caster, such as a trap that just sprung or a poisonous apple you just ate, the game sets the DC based on how serious the threat is supposed to be. For example, a rather ineffective trap could have a DC of just 5, whereas a very powerful one 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 hapless victim.

Effects of a successful Saving Throw

Making a successful Saving Throw could mean avoiding negative effects entirely, or it could merely mean reducing the damage taken, usually by half. Depending on the threat, there could also be other rules that determine what happens on a failed or successful save.