Saving throws: Difference between revisions

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[[Category:Gameplay Mechanics]]
[[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.
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 (if Proficient in that type of saving throw) are added to the roll.


  Result = {{D20}} + [[Ability Score Modifier]] + (optional) [[Proficiency Bonus]]
  Result = {{D20}} + [[Ability Score Modifier]] + [[Proficiency Bonus]] (if Proficient)


For a Saving Throw to succeed, it must reach or exceed a certain value, called its Difficulty Class (DC).
For a Saving Throw to succeed, it must reach or exceed a certain value known as the [[#The Difficulty Class of Saving Throws|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.
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.
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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.
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.


Saving Throws can also be affected by {{Advantage}} or {{Disadvantage}}.  For example, [[Elf|Elves]] have Advantage on Saving Throws against being [[Charmed]].  As another example, the [[Conditions#Bleeding|Bleeding]] condition incurs Disadvantage on Constitution Saves.
Saving Throws can also be affected by {{Advantage}} or {{Disadvantage}}.  For example, [[Elf|Elves]] have Advantage on Saving Throws against being [[Conditions#Charmed|Charmed]].  As another example, the [[Conditions#Bleeding|Bleeding]] condition incurs Disadvantage on Constitution Saves.


Some [[spells]] can also affect a saving throw, such as [[Bane]], [[Bless]], and [[Resistance]].
Some [[spells]] can also affect a saving throw, such as [[Bane]], [[Bless]], and [[Resistance]].
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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.
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 ==
== 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.
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.