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List of features and items that affect saving throws
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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]
- Shield Master (Feat) - Dexterity saves +2 when wielding a shield. If a spell forces you to make a Dexterity saving throw, you can use your 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
- - Target of gains a 1d6 bonus to the next save
- - grants the caster a 1d6 bonus to the next save
- Paladin with this aura gain a bonus to saves equal to the paladin's Charisma modifier - All allies in a 3 m / 10 ft radius around the
- Wild Magic Barbarian gain a bonus equal to their proficiency bonus to saves against spells, for 1 turn - All allies in a 3 m / 10 ft radius around the
Spells[edit | edit source]
- - Saves +1
- - Saves +1d4
- - Saves +1d4
Items[edit | edit source]
All saves[edit | edit source]
- Safeguard Shield - Saves +1
- Cloak of Protection - Saves +1
- Ring of Protection - Saves +1
- Jhannyl's Gloves - Saves +1
- Moon Devotion Robe - Saves +1
- Helm of Balduran - Saves +1
- Absolute's Warboard - Saves +1 if the wielder has the Brand of the Absolute
- The Protecty Sparkswall - Saves +1 while being imbued with
- Defender Greataxe - Once per round on wielder's first attack, use to reduce this weapon's enchantment by 1 and increase saves by 1
- Bonespike Boots - Saves +1 when not wearing armour or holding a shield
- Flame Enamelled Armour - Saves +2
- Armour of Agility - Saves +2
- Emblazoned Plate of the Marshal - Saves +2
- Corellon's Grace - Saves +2 when not wearing armour
- Viconia's Priestess Robe - Saves +2 while under the effect of Shield of Faith
- Dark Justiciar Helm - Saves against melee attacks +1 while being obscured. Constitution saves +1
- Dark Justiciar Helmet - Saves against spells +1. Constitution saves +1
- Sword of the Emperor - Saves against spells +2
- Flawed Helldusk Helmet - Saves against spells +2. Constitution saves +1
- Helldusk Helmet - Saves against spells +2
- 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)
- Cerebral Citadel Gloves - or a target to gain a 1d4 bonus to saves for 3 turns. Strength saves +1
- 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)
- Robe of Supreme Defences - While concentrating, add wearer's spellcasting modifier to saves
Strength saves[edit | edit source]
- Hellrider's Pride - Strength saves +1
- Gloves of Heroism - Strength saves +1
- Luminous Gloves - Strength saves +1
- Gloves of the Growling Underdog - Strength saves +1
- Dark Justiciar Gauntlets (Uncommon) - Strength saves +1
- Gloves of the Automaton - Strength saves +1
- Gloves of Battlemage's Power - Strength saves +1
- Dark Justiciar Gauntlets (Rare) - Strength saves +1
- Blackguard's Gauntlets - Strength saves +1
- Unwanted Masterwork Gauntlets - Strength saves +1
- Dwarven Splintmail - Strength saves +1
- The Reviving Hands - Strength saves +1
- Legacy of the Masters - Strength saves +1
- Gauntlets of Hill Giant Strength - Strength saves +1
- Helldusk Gloves - Strength saves +1
Dexterity saves[edit | edit source]
- Covert Cowl - Dexterity saves +1
- Helmet of Arcane Acuity - Dexterity saves +1
- The Graceful Cloth - Dexterity saves +1
- Dark Justiciar Boots - Dexterity saves +1
- Slinging Shoes - Dexterity saves +1
- Boots of Persistence - Dexterity saves +1
- Boots of Psionic Movement - Dexterity saves +1
- Helmet of Grit - Dexterity saves +1
Other saves[edit | edit source]
- Helmet of Smiting - Constitution saves +1
- Holy Lance Helm - Constitution saves +1
- Seemingly Gleaming Ring - Charisma saves +1
- Tyrannical Jackboots - Charisma saves +1
- Cerebral Citadel Armour - Intelligence, Wisdom, and Charisma saves +1 if infested by a mind flayer tadpole
- Circlet of Psionic Revenge - Intelligence, Wisdom, and Charisma saves +1 if githyanki (or disguised as one)
Passives[edit | edit source]
- Forbidden Knowledge
- * From partially deciphering the Necromancy of Thay, you gain a +1 bonus to Wisdom Saving Throws and Ability Checks.
Conditions[edit | edit source]
- - Saves +1
- - Saves +2 (received at Stormshore Tabernacle)
- - Saves +2 (bestowed upon the party at The High Hall after completing Rescue Volo)
- - Gain a 1d6 bonus to saves until the next long rest (bestowed upon the party after completing Defeat the Duergar Intruders)
- - Gain a 1d6 bonus to saves until the next long rest (see Naoise Nallinto page for further details)
- - Target gains a 1d4 bonus to saves
- - Gain a 1d4 bonus to saves
- - Wisdom saves +2 for 3 turns when at 30% hit points and lower
- - Gain a 1d4 bonus to Charisma saves (bestowed upon the party at The High Hall after completing Find Mol and gaining her as an ally)
Penalty to saving throws[edit | edit source]
Class features[edit | edit source]
- - All creatures within the area suffer a -2 penalty to Dexterity saves
- - Target of suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
Spells[edit | edit source]
- - Target of suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
Items[edit | edit source]
- Seemingly Gleaming Ring - Wisdom saves -1
- Gloves of Baneful Striking - On a weapon hit, the target suffers a 1d4 penalty to saves against wearer's next spell, for 2 turns
- 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)
Conditions[edit | edit source]
- - Saves -1
- - Target suffers a 1d4 penalty to saves
- - Target suffers a -2 penalty to Dexterity saves
- - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition
- - 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]
- ability by 1 (max 20). Gain proficiency in that ability's saves - Increase an
- - Proficiency in Constitution saves
- - Proficiency in Wisdom and Intelligence saves
Items[edit | edit source]
- Helmet of Autonomy - Proficiency in Wisdom saves
- Elixir of Dwarven Resilience - Proficiency in saves until making three successful saves or until a long rest, upon consumption
Advantage on saving throws[edit | edit source]
Races[edit | edit source]
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against being
- - Advantage on saves against illusions and against being and
- - Advantage on Intelligence, Wisdom, and Charisma saves
Class features[edit | edit source]
- long rest, which you can use to gain advantage on the next saving throw, one point per throw - Gain 3 Luck Points that recharge after a
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- - Advantage on Strength saves
- Bard gain advantage on saves against being or , for 3 turns - All allies in a 9 m / 30 ft radius around the
Spells[edit | edit source]
- - Advantage on Wisdom saves
- - Advantage on saves against being
- 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[edit | edit source]
All saves[edit | edit source]
- Shadeclinger Armour - Advantage on saves while being obscured
- Shar's Spear of Evening - Advantage on saves while being obscured
- Chancer's Carcanet - Expend a Reaction to make a save with advantage ( Recharge: Long rest)
Constitution saves[edit | edit source]
- Spidersilk Armour - Advantage on Constitution saves
- Barkskin Armour - Advantage on Constitution saves
- Dark Justiciar Half-Plate (Rare) - Advantage on Constitution saves
- Steelwatcher Helmet - Advantage on Constitution saves
- Moon Devotion Robe - Advantage on Constitution saves
- Dark Justiciar Half-Plate (Very Rare) - Advantage on Constitution saves
- Armour of Landfall - Advantage on Constitution saves
- Amulet of Greater Health - Advantage on Constitution saves
- Drunken Cloth - Advantage on Constitution saves while being
Dexterity saves[edit | edit source]
- Acrobat Shoes - Advantage on Dexterity saves
- Ketheric's Shield - Advantage on Dexterity saves
- Elven Chain - Advantage on Dexterity saves
- Gontr Mael - Celestial Haste: Advantage on Dexterity saves for 5 turns ( Recharge: Long rest)
Other saves[edit | edit source]
- Balduran's Giantslayer - Giant Form: Advantage on Strength saves for 10 turns ( Recharge: Short rest)
- Elixir of the Colossus - Advantage on Strength saves, upon consumption
- Aberration Hunters' Amulet - Advantage on Intelligence saves if githyanki (or disguised as one)
- Amulet of the Harpers - Advantage on Wisdom saves
- Blackguard's Plate - Advantage on Wisdom saves
- Selûne's Spear of Night - Advantage on Wisdom saves
- Fey Semblance Amulet - Advantage on Intelligence, Wisdom, and Charisma saves
- Silver Sword of the Astral Plane - Advantage on Intelligence, Wisdom, and Charisma saves if githyanki (or disguised as one)
- Ring of Mind-Shielding - Advantage on saves against being
- Elixir of Peerless Focus - Advantage on Concentration saves and on saves against being , upon consumption
- The Mighty Cloth - Advantage on saves against being
Spell saves[edit | edit source]
- Shelter of Athkatla - Advantage on saves against spells
- Viconia's Walking Fortress - Advantage on saves against spells
- Orphic Hammer - Advantage on saves against spells
- Armour of Moonbasking - Advantage on saves against spells, even while being in Wild Shape
- Veil of the Morning - Advantage on saves against Undead attacks and spells
Conditions[edit | edit source]
- - Target has advantage on Strength saves
- - Target has advantage on Dexterity saves
- - Target has advantage on Dexterity saves
- - Advantage on Constitution, Dexterity, and Strength saves
- - Advantage on Intelligence saves (received in the Mind Flayer Colony)
Disadvantage on saving throws[edit | edit source]
Class features[edit | edit source]
- - Target suffers disadvantage on the next save against the caster's spell
- - Target suffers disadvantage on Dexterity saves
Spells[edit | edit source]
- - Target suffers disadvantage on Strength saves
- - Target suffers disadvantage on Strength saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target of suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- ) - Target suffers disadvantage on Dexterity saves (the 3 stages before
- - Target suffers disadvantage on Constitution saves
- - Target suffers disadvantage on Constitution saves
- - Target suffers disadvantage on Intelligence saves
- - Target suffers disadvantage on Wisdom saves
- - Target suffers disadvantage on Charisma saves
Weapon actions[edit | edit source]
- - Target suffers disadvantage on Strength saves
- - Target suffers disadvantage on Constitution saves
Items[edit | edit source]
- Risky Ring - Disadvantage on saves for the wearer
- Jagged Spear - On a hit with this spear, targets suffer disadvantage on Constitution saves for 2 turns if they fail the DC 10 Charisma save
- Gauntlets of the Warmaster - Targets have disadvantage on saves against wearer's manoeuvres and weapon actions
- Rhapsody - While at +3 bonus from Scarlet Remittance, consume it to inflict disadvantage on saves upon hostile creatures against wielder's spells ( Recharge: Long rest)
- Hollow's Staff - Targets have disadvantage on saves against wielder's necromancy spells
- Staff of Cherished Necromancy - Targets have disadvantage on saves against wielder's necromancy spells
- Drakethroat Glaive - Targets have disadvantage on saves against wielder's dragonborn breath weapon
- Reaper's Embrace - Disadvantage on Dexterity saves for the wearer while Reaper's Rigidity is toggled on
- Sharpened Snare Cuirass - Targets have disadvantage on saves to resist wearer's attacks and spells
- Shield of the Undevout - Enemies have disadvantage on saves to resist wielder's spells or actions that inflict
- Oil of Diminution - Target suffers disadvantage on Strength saves for 2 turns if they fail the DC 11 Constitution save
- Tadpole Elixir - Disadvantage on Constitution, Wisdom and Intelligence saves, upon consumption
- Faltering Will - Disadvantage on Wisdom saves until long rest, upon consumption
- Resonance Stone - All creatures in a 9 m / 30 ft radius suffer disadvantage on Wisdom, Intelligence, and Charisma saves
Conditions[edit | edit source]
- - Beasts and non-Elf Humanoids in a 3 m / 10 ft radius around He Who Was suffer disadvantage on saves
- - Target suffers disadvantage on Strength saves
- - Suffer disadvantage on Strength saves
- - Suffer disadvantage on Strength saves
- - All creatures in the area suffer disadvantage on Strength saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Dexterity saves
- - Target suffers disadvantage on Strength and Dexterity saves
- - Target suffers disadvantage on Strength and Dexterity saves
- - Target suffers disadvantage on Strength and Dexterity saves
- - Gale suffers disadvantage on Constitution saves
- - Target suffers disadvantage on Constitution saves
- - Target suffers disadvantage on Constitution saves
- - Target suffers disadvantage on Constitution saves
- - Suffer disadvantage on Strength, Dexterity, and Constitution saves
- - Target suffers disadvantage on Wisdom saves
- - Target suffers disadvantage on Wisdom saves
- - Target suffers disadvantage on Charisma saves
- - Target suffers disadvantage on Charisma saves
- - Target suffers disadvantage on Wisdom and Charisma saves (the aura emanates from the Echo of a Lost Love)
Automatical failure on saving throws[edit | edit source]
Spells[edit | edit source]
- - Target automatically fails all Strength and Dexterity saves
- - 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]
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
- - Target automatically fails all Strength and Dexterity saves
Other[edit | edit source]
Class features[edit | edit source]
- Concentration saves for spells - Advantage on
- Perception checks made to detect hidden objects and on saves made to avoid or resist traps - Advantage on
Spells[edit | edit source]
- death saves - Targets have advantage on Wisdom and
Items[edit | edit source]
- Ring of Evasion - When the wearer fails a Dexterity save, they can use their Reaction to succeed it instead
- Gibus of the Worshipful Servant - Advantage on Concentration saves
- Wizardsbane Oil - Target suffers disadvantage on Concentration saves
- Family Ring - Death saves +2
- Absolute's Talisman - Advantage on death saves if the wearer has the Brand of the Absolute
- Tarnished Charm - Reduce the DC of wearer's death saves from 10 down to 5
- Karabasan's Gift - Target suffers the effects of paralytic poison and automatically fails all Strength and Dexterity saves
- Essence of Ether - Suffer the effects of sophorific drug and automatically fail all Strength and Dexterity saves, upon consumption
Conditions[edit | edit source]
- - Suffer a -1 penalty to all dice rolls until long rest (inflicted on a character who has had their blood drawn by Araj Oblodra)
- - Gale gains advantage on Concentration saves until long rest (see Balthazar's Experiment for details)