This is a comprehensive collection of all the sources that affect Spell Save DCs, other than proficiency bonus and spellcasting ability modifier.
Flat increases to Spell Save DC[edit | edit source]
Flat decrease to Spell Save DC[edit | edit source]
Conditional increases to Spell Save DC[edit | edit source]
Equipment
|
Slot
|
Maximum DC Increase
|
Spell DC Stat-line
|
Found in Act
|
Browbeaten Circlet
|
Headgear
|
+1
|
- Browbeaten
- The wearer gains a +1 bonus to spell save DC while
Threatened.
|
2
|
Gloves of Battlemage's Power
|
Gloves
|
+10
|
- Battlemage's Power
- When you hit a target with a spell or cantrip that uses a weapon, you gain
Arcane Acuity.
|
2
|
Hat of Fire Acuity
|
Headgear
|
+10
|
- Fire Acuity
- Whenever you deal
Fire damage, you gain Arcane Acuity for 2 turns.
|
2
|
Hat of Storm Scion's Power
|
Headgear
|
+10
|
- Thunderous Acuity
- Whenever the wearer deals
Thunder damage, they gain Arcane Acuity.
|
2
|
Hat of Uninhibited Kushigo
|
Headgear
|
+1
|
- Lay Bare Their Weakness
- After dealing damage with an unarmed attack, the wearer gains a +1 bonus to their spell save DC until the end of their turn.
|
2
|
Helmet of Arcane Acuity
|
Headgear
|
+10
|
- Battle Acuity
- Whenever you deal damage with a weapon attack, you gain
Arcane Acuity for 2 turns.
|
2
|
Rhapsody
|
Main Hand Melee
|
+3
|
- Scarlet Remittance
- Gain a +1 bonus to
Attack rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3.
|
3
|
The Shadespell Circlet
|
Headgear
|
+1
|
- Shadespell
- While the wearer is obscured in shadow, their spells gain a +1 bonus to Spell Save DC, making them more likely to succeed.
|
1
|
Indirect increases to Spell Save DC[edit | edit source]
Equipment
|
Slot
|
Spell DC Stat-line
|
Found in Act
|
Birthright
|
Headgear
|
Charisma +2, up to a maximum of 22.
|
3
|
Boots of Stormy Clamour
|
Boots
|
- Arcane Echomalefaction
- When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of
Reverberation.[See: Bugs]
|
1
|
Braindrain Gloves
|
Gloves
|
- Mental Interference
- When you deal
Psychic damage, you also inflict Mental Fatigue for 2 turns.
|
2
|
Duke Ravengard's Longsword
|
Main Hand Melee
|
Charisma +2
|
3
|
Gloves of Baneful Striking
|
Gloves
|
- Baneful Strike
- Whenever you deal damage with a weapon attack, the target receives a
-1d4 penalty to its Saving throw against your next spell.
|
1
|
Gloves of Belligerent Skies
|
Gloves
|
- Thunderous Conversion
- When the wearer deals
Thunder, Lightning, or Radiant damage, inflict 2 turns of Reverberation upon the target(s).
|
1
|
Hollow's Staff
|
Main Hand Melee
|
- Heightened Necromancy
- Creatures have
Disadvantage on Saving throws against your necromancy spells.
|
3
|
Khalid's Gift
|
Amulet
|
Wisdom +1 (up to 21)
|
3
|
Ring of Mental Inhibition
|
Ring
|
- Mental Inhibition
- When a foe fails a
Saving throw against one of your spells or actions, they gain Mental Fatigue for 2 turns.
|
2
|
Ring of Spiteful Thunder
|
Ring
|
- Spiteful Thunder
- When the wearer deals
Thunder damage to a Reverberating creature, it becomes Dazed unless it succeeds a Constitution saving throw.
|
2
|
Spineshudder Amulet
|
Amulet
|
- Crackling Resonance
- When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of
Reverberation on the target(s).
|
2
|
Staff of Cherished Necromancy
|
Main Hand Melee
|
- Heightened Necromancy
- Creatures have
Disadvantage on Saving throws against your necromancy spells.
|
3
|