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

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{{PageSeo
|title=List of features and items that affect saving throws
|image=Warding Bond.webp
|description=A comprehensive list of all sources of effects that directly affect saving throws.
}}
This is a comprehensive list of all sources of effects that directly affect [[saving throws]].
This is a comprehensive list of all sources of effects that directly affect [[saving throws]].


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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
*{{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
*{{sai|Combat Inspiration}} - {{sai|Valiant Defence}} grants the caster a 1d6 bonus to the next save
*{{sai|Combat Inspiration}} - {{sai|Valiant Defence}} grants the caster a 1d6 bonus to the next save
*{{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|Flawed Helldusk Helmet}} - Saves against spells +2. Constitution saves +1
*{{MdRarityItem|Flawed Helldusk Helmet}} - Saves against spells +2. Constitution saves +1
*{{MdRarityItem|Helldusk Helmet}} - Saves against spells +2
*{{MdRarityItem|Helldusk Helmet}} - Saves against spells +2
*{{MdRarityItem|Gloves of Soul Catching}} - [[Soul Catching]]: Gain a +5 bonus to the next saving throw after an unarmed hit, if [[Soul Catching Prowess]] was chosen ({{recharge|Per turn}})
*{{MdRarityItem|Cerebral Citadel Gloves}} - {{cond|Charmed|Charm}} or {{cond|Frightened|Frighten}} a target to gain a 1d4 bonus to saves for 3 turns. Strength saves +1
*{{MdRarityItem|Cerebral Citadel Gloves}} - {{cond|Charmed|Charm}} or {{cond|Frightened|Frighten}} a target to gain a 1d4 bonus to saves for 3 turns. Strength saves +1
*{{MdRarityItem|Phalar Aluve}} - [[Phalar Aluve: Sing]] grants all allies within 6 m / 20 ft radius a 1d4 bonus to Charisma, Wisdom, and Intelligence saves for 5 turns ({{recharge|short rest}})
*{{MdRarityItem|Phalar Aluve}} - [[Phalar Aluve: Sing]] grants all allies within 6 m / 20 ft radius a 1d4 bonus to Charisma, Wisdom, and Intelligence saves for 5 turns ({{recharge|short rest}})
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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|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
<!--===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|Frenzy}} - Gain advantage on Strength saves
*{{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|Rage}} - Gain advantage on Strength saves
*{{sai|Frenzy}} - Advantage on Strength saves
*{{sai|Rage: Bear Heart}} - Gain advantage on Strength saves
*{{sai|Rage}} - Advantage on Strength saves
*{{sai|Rage: Eagle Heart}} - Gain advantage on Strength saves
*{{sai|Rage: Bear Heart}} - Advantage on Strength saves
*{{sai|Rage: Elk Heart}} - Gain advantage on Strength saves
*{{sai|Rage: Eagle Heart}} - Advantage on Strength saves
*{{sai|Rage: Tiger Heart}} - Gain advantage on Strength saves
*{{sai|Rage: Elk Heart}} - Advantage on Strength saves
*{{sai|Rage: Wolf Heart}} - Gain advantage on Strength saves
*{{sai|Rage: Tiger Heart}} - Advantage on Strength saves
*{{sai|Patient Defence}} - Gain advantage on Strength saves
*{{sai|Rage: Wolf Heart}} - 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}}
{{h3|Items}}
*[[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
=== Items ===
====All saves====
====All saves====
*{{MdRarityItem|Shadeclinger Armour}} - Advantage on saves while being [[obscured]]
*{{MdRarityItem|Shadeclinger Armour}} - Advantage on saves while being [[obscured]]
*{{MdRarityItem|Shar's Spear of Evening}} - Advantage on saves while being [[obscured]]
*{{MdRarityItem|Shar's Spear of Evening}} - Advantage on saves while being [[obscured]]
*{{MdRarityItem|Gloves of Soul Catching}} - [[Soul Catching]]: Advantage on the next save after an unarmed hit, if [[Soul Catching Prowess]] was chosen ({{recharge|Per turn}})
*{{MdRarityItem|Chancer's Carcanet}} - Expend a {{action|reaction}} to make a save with advantage ({{recharge|long rest}})
*{{MdRarityItem|Magic Amulet}} - Expend a {{action|reaction}} to make a save with advantage ({{recharge|long rest}})
*{{MdRarityItem|Shelter of Athkatla}} - Advantage on saves against spells
*{{MdRarityItem|Shelter of Athkatla}} - Advantage on saves against spells
*{{MdRarityItem|Viconia's Walking Fortress}} - Advantage on saves against spells
*{{MdRarityItem|Viconia's Walking Fortress}} - Advantage on saves against spells
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*{{MdRarityItem|Barkskin Armour}} - Advantage on Constitution saves
*{{MdRarityItem|Barkskin Armour}} - Advantage on Constitution saves
*{{MdRarityItem|Dark Justiciar Half-Plate (Rare)}} - Advantage on Constitution saves
*{{MdRarityItem|Dark Justiciar Half-Plate (Rare)}} - Advantage on Constitution saves
*{{MdRarityItem|Steelwatcher Helmet}} - Advantage on Constitution saves
*{{MdRarityItem|Moon Devotion Robe}} - Advantage on Constitution saves
*{{MdRarityItem|Moon Devotion Robe}} - Advantage on Constitution saves
*{{MdRarityItem|Dark Justiciar Half-Plate (Very Rare)}} - Advantage on Constitution saves
*{{MdRarityItem|Dark Justiciar Half-Plate (Very Rare)}} - Advantage on Constitution saves
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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
*{{cond|Haste Spores}} - Target has advantage on Dexterity saves
*{{cond|Haste Spores}} - Target has advantage on Dexterity saves
*{{cond|Gaseous Form}} - Advantage on Constitution, Dexterity, and Strength saves
*{{cond|Gaseous Form}} - Advantage on Constitution, Dexterity, and Strength saves
*{{cond|Githzerai Mind Barrier}} - Advantage on Intelligence saves (rceived in the [[Mind Flayer Colony]])
*{{cond|Githzerai Mind Barrier}} - Advantage on Intelligence saves (received in the [[Mind Flayer Colony]])


== 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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**{{cond|Flesh Rot}} - Target suffers disadvantage on Charisma saves
**{{cond|Flesh Rot}} - Target suffers disadvantage on Charisma saves
*{{cond|Harrowed}} - Target suffers disadvantage on Wisdom and Charisma saves (the aura emanates from the [[Echo of a Lost Love]])
*{{cond|Harrowed}} - Target suffers disadvantage on Wisdom and Charisma saves (the aura emanates from the [[Echo of a Lost Love]])
== Automatical failure on saving throws ==
=== Spells ===
*{{sai|Hold Person}} - Target automatically fails all Strength and Dexterity saves
*{{sai|Hold Monster}} - Target automatically fails all Strength and Dexterity saves
=== Items ===
* {{RarityItem|Drow Poison}} - Target automatically fails all Strength and Dexterity saves
* {{RarityItem|Crawler Mucus}} - Target automatically fails all Strength and Dexterity saves
=== Conditions ===
*{{cond|Downed}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Paralysed}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Sleeping}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Stunned}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Lethargic}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Knocked Out}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Confused Stupor}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Befuddled}} - Target automatically fails all Strength and Dexterity saves


== Other ==
== Other ==
<!--===Class features===-->
=== Class features ===
{{h3|Spells}}
*{{sai|War Caster: Concentration}} - Advantage on [[Concentration#Concentration Saving Throw|Concentration]] saves for spells
*{{sai|Hold Person}} - Target automatically fails all Strength and Dexterity saves
*{{sai|Dungeon Delver: Perception}} - Advantage on [[Perception]] checks made to detect hidden objects and on saves made to avoid or resist traps
=== 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|Paralysed}} - Target automatically fails all Strength and Dexterity saves
*{{cond|Sleeping}} - Target automatically fails all Strength and Dexterity saves
*{{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)



Latest revision as of 11:23, 27 March 2024

This is a comprehensive list of all sources of effects that directly affect saving throws.

General information[edit | edit source]

  • 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[edit | edit source]

Class features[edit | edit source]

Spells[edit | edit source]

Items[edit | edit source]

All saves[edit | edit source]

Strength saves[edit | edit source]

Dexterity saves[edit | edit source]

Other saves[edit | edit source]

Conditions[edit | edit source]

Penalty to saving throws[edit | edit source]

Class features[edit | edit source]

Spells[edit | edit source]

Items[edit | edit source]

Conditions[edit | edit source]

  • 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[edit | edit source]

Class features[edit | edit source]

Items[edit | edit source]

Advantage on saving throws[edit | edit source]

Races[edit | edit source]

Class features[edit | edit source]

Spells[edit | edit source]

Items[edit | edit source]

All saves[edit | edit source]

Constitution saves[edit | edit source]

Dexterity saves[edit | edit source]

Other saves[edit | edit source]

Conditions[edit | edit source]

Disadvantage on saving throws[edit | edit source]

Class features[edit | edit source]

  • 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[edit | edit source]

Weapon actions[edit | edit source]

Items[edit | edit source]

Conditions[edit | edit source]

Automatical failure on saving throws[edit | edit source]

Spells[edit | edit source]

  • 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[edit | edit source]

  • Drow Poison - Target automatically fails all Strength and Dexterity saves
  • Crawler Mucus - Target automatically fails all Strength and Dexterity saves

Conditions[edit | edit source]

  • 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[edit | edit source]

Class features[edit | edit source]

Spells[edit | edit source]

Items[edit | edit source]

Conditions[edit | edit source]