List of features and items that affect saving throws: Difference between revisions

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== Bonus to saving throws ==
== Bonus to saving throws ==
{{h3|Class features}}
=== 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
*[[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
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*{{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
{{h3|Spells}}
=== Spells ===
*{{sai|Warding Bond}} - Saves +1
*{{sai|Warding Bond}} - Saves +1
{{h3|Items}}
=== Items ===
====All saves====
====All saves====
*{{MdRarityItem|Safeguard Shield}} - Saves +1
*{{MdRarityItem|Safeguard Shield}} - Saves +1
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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)
{{h3|Conditions}}
=== 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 ==
{{h3|Class features}}
=== Class features ===
*{{sai|Boar Companion}} - All creatures within the {{sai|Kick Up Muck}} area suffer a -2 penalty to Dexterity saves
*{{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
{{h3|Spells}}
=== 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
{{h3|Items}}
=== 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|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}})
{{h3|Conditions}}
=== 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
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== Proficiency in saving throws ==
== Proficiency in saving throws ==
{{h3|Class features}}
=== Class features ===
*{{sai|Resilient}} - Increase an [[Abilities|ability]] by 1 (max 20). Gain proficiency in that ability's saves
*{{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
*{{sai|Iron Mind}} - Proficiency in Wisdom and Intelligence saves
<!--===Spells===-->
<!--===Spells===-->
{{h3|Items}}
=== 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
*{{MdRarityItem|Elixir of Dwarven Resilience}} - Proficiency in saves until making three successful saves or until a [[long rest]], upon consumption
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== Advantage on saving throws ==
== Advantage on saving throws ==
{{h3|Races}}
=== 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
{{h3|Class features}}
=== Class features ===
*{{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|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|Frenzy}} - Advantage on Strength saves
*{{sai|Frenzy}} - Advantage on Strength saves
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*{{sai|Patient Defence}} - 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
{{h3|Spells}}
=== 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
*[[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
{{h3|Items}}
=== Items ===
====All saves====
====All saves====
*{{MdRarityItem|Shadeclinger Armour}} - Advantage on saves while being [[obscured]]
*{{MdRarityItem|Shadeclinger Armour}} - Advantage on saves while being [[obscured]]
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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}}
{{h3|Conditions}}
=== 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
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== Disadvantage on saving throws ==
== Disadvantage on saving throws ==
{{h3|Class features}}
=== 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
{{h3|Spells}}
=== 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|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
{{h3|Weapon actions}}
=== 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
{{h3|Items}}
=== 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
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*{{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
*{{MdRarityItem|Resonance Stone}} - All creatures in a 9 m / 30 ft radius suffer disadvantage on Wisdom, Intelligence, and Charisma saves
{{h3|Conditions}}
=== 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
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== Automatical failure on saving throws ==
== Automatical failure on saving throws ==
{{h3|Spells}}
=== Spells ===
*{{sai|Hold Person}} - Target automatically fails all Strength and Dexterity saves
*{{sai|Hold Person}} - Target automatically fails all Strength and Dexterity saves
*{{sai|Hold Monster}} - Target automatically fails all Strength and Dexterity saves
*{{sai|Hold Monster}} - Target automatically fails all Strength and Dexterity saves
{{h3|Items}}
=== Items ===
* {{RarityItem|Drow Poison}} - Target automatically fails all Strength and Dexterity saves
* {{RarityItem|Drow Poison}} - Target automatically fails all Strength and Dexterity saves
* {{RarityItem|Crawler Mucus}} - Target automatically fails all Strength and Dexterity saves
* {{RarityItem|Crawler Mucus}} - Target automatically fails all Strength and Dexterity saves
{{h3|Conditions}}
=== Conditions ===
*{{cond|Downed}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Downed}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Paralysed}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Paralysed}} - Target automatically fails all Strength and Dexterity saves
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== Other ==
== Other ==
{{h3|Class features}}
=== Class features ===
*{{sai|War Caster: Concentration}} - Advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves for spells
*{{sai|War Caster: Concentration}} - Advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves for spells
*{{sai|Dungeon Delver: Perception}} - Advantage on [[Perception]] checks made to detect hidden objects and on saves made to avoid or resist traps
*{{sai|Dungeon Delver: Perception}} - Advantage on [[Perception]] checks made to detect hidden objects and on saves made to avoid or resist traps
{{h3|Spells}}
=== 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
{{h3|Items}}
=== 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|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
*{{MdRarityItem|Essence of Ether}} - Suffer the effects of sophorific drug and automatically fail all Strength and Dexterity saves, upon consumption
{{h3|Conditions}}
=== Conditions ===
*{{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|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)
*{{cond|Mystra's Benevolence}} - [[Gale]] gains advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves until [[long rest]] (see [[Balthazar's Experiment]] for details)

Revision as of 17:22, 21 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

Spells

Items

All saves

Strength saves

Dexterity saves

Other saves

Conditions

Penalty to saving throws

Class features

Spells

Items

Conditions

  • Bloodless Bloodless - Saves -1
  • Bane Bane - Target suffers a 1d4 penalty to saves
  • Slowed Slowed - Target suffers a -2 penalty to Dexterity saves
  • Reverberation Reverberation - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition
  • Mental Fatigue Mental Fatigue - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition

Proficiency in saving throws

Class features

Items

Advantage on saving throws

Races

Class features

Spells

Items

All saves

Constitution saves

Dexterity saves

Other saves

Conditions

Disadvantage on saving throws

Class features

  • Eldritch Strike Eldritch Strike - Target suffers disadvantage on the next save against the caster's spell
  • Nature's Wrath Nature's Wrath - Target suffers disadvantage on Dexterity saves

Spells

Weapon actions

Items

Conditions

Automatical failure on saving throws

Spells

  • Hold Person Hold Person - Target automatically fails all Strength and Dexterity saves
  • Hold Monster Hold Monster - 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

  • Downed Downed - Target automatically fails all Strength and Dexterity saves
  • Paralysed Paralysed - Target automatically fails all Strength and Dexterity saves
  • Sleeping Sleeping - Target automatically fails all Strength and Dexterity saves
  • Stunned Stunned - Target automatically fails all Strength and Dexterity saves
  • Lethargic Lethargic - Target automatically fails all Strength and Dexterity saves
  • Knocked Out Knocked Out - Target automatically fails all Strength and Dexterity saves
  • Confused Stupor Confused Stupor - Target automatically fails all Strength and Dexterity saves
  • Befuddled Befuddled - Target automatically fails all Strength and Dexterity saves

Other

Class features

Spells

Items

Conditions