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List of features and items that affect saving throws
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This is meant to be a comprehensive list of all sources of effects that directly affect saving throws.
General information[edit section | visual editor]
- A source may cause multiple effects, but this article lists only the relevant saving-throw-related effects.
- 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 (e.g., a class feature), this article lists that singular source. Otherwise, only the condition is documented.
- For effects caused by equipment-exclusive passives and actions, the item is included in the list rather than the passive or action.
- 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 section | visual editor]
Class features[edit section | visual editor]
- 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
- 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 modifier
- Bardic Inspiration - Target of Bardic Defence gains a 1d6 bonus to the next save
- Combat Inspiration - Valiant Defence grants the caster a 1d6 bonus to the next save
- Magic Awareness - 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
Spells[edit section | visual editor]
- Bless - Saves +1d4
- Resistance - Saves +1d4
- Warding Bond - Saves +1
Items[edit section | visual editor]
All saves[edit section | visual editor]
- - Saves +1 if the wielder has the Brand of the Absolute
- - Saves +2
- - Saves +1 when not wearing armour or holding a shield
- - Charm or Frighten a target to gain a 1d4 bonus to saves for 3 turns. Strength saves +1
- - Saves +1
- - Saves +2 when not wearing armour
- - Saves against melee attacks +1 while being obscured. Constitution saves +1
- - Saves against spells +1. Constitution saves +1
- - Once per round on wielder's first attack, use Defensive Attack to reduce this weapon's enchantment by 1 and increase saves by 1
- - Saves +2
- - Saves +2
- - Saves against spells +2. Constitution saves +1
- - Soul Catching: Gain a +5 bonus to the next saving throw after an unarmed hit, if Soul Catching Prowess was chosen ( Recharge: Per turn)
- - Saves against spells +2
- - Saves +1
- - Saves +1
- - Saves +1
- - 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)
- - Saves +1
- - While concentrating, add wearer's spellcasting modifier to saves
- - Saves +1
- - Saves against spells +2
- - Saves +1 while being imbued with Lightning Charges
- - Saves +2 while under the effect of Shield of Faith
- - Damp Aegis - During Combat, once per turn, the cloak grants the wearer Water Layer Protection[See: Bugs] giving a +2 to AC and saves until the wearer takes damage.
Strength saves[edit section | visual editor]
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
- - Strength saves +1
Dexterity saves[edit section | visual editor]
- - Dexterity saves +1
- - Dexterity saves +1
- - Dexterity saves +1
- - Dexterity saves +1
- - Dexterity saves +1
- - Dexterity saves +1
- - Dexterity saves +1
- - Dexterity saves +1
Other saves[edit section | visual editor]
- - Intelligence, Wisdom, and Charisma saves +1 if infested by a mind flayer tadpole
- - Intelligence, Wisdom, and Charisma saves +1 if githyanki (or disguised as one)
- - Constitution saves +1
- - Constitution saves +1
- - Charisma saves +1
- - Charisma saves +1
Passives[edit section | visual editor]
- Forbidden Knowledge
- From partially deciphering the Necromancy of Thay, you gain a +1 bonus to Wisdom Saving Throws and Ability Checks.
Conditions[edit section | visual editor]
- Anointed in Splendour - Saves +2 (received at Stormshore Tabernacle)
- Bless - Target gains a 1d4 bonus to saves (also see Water Queen's House for once-per-character-per-game until-long-rest Bless by Umberlee)
- Bliss Spores - Gain a 1d6 bonus to saves until the next long rest (bestowed upon the player character after completing Defeat the Duergar Intruders)
- Fetcher's Favour - Gain a 1d4 bonus to Charisma saves (bestowed upon the party at High Hall after completing Find Mol and gaining her as an ally)
- Happy - Saves +1
- Loviatar's Love - Wisdom saves +2 for 3 turns when at 30% hit points and lower
- Rapture - Gain a 1d6 bonus to saves until the next long rest (see Naoise Nallinto page for further details)
- Resistance - Gain a 1d4 bonus to saves
- Sweet Stone Features - 1d4 bonus to saves, does not stack with Bless but is essentially permanent
- Volo's Guide to Monsters - Saves +2 (bestowed upon the party at High Hall after completing Rescue Volo)
Penalty to saving throws[edit section | visual editor]
Class features[edit section | visual editor]
- Boar Companion - All creatures within the Kick Up Muck area suffer a -2 penalty to Dexterity saves
- Wolf Companion - Target of Infectious Bite suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
Spells[edit section | visual editor]
- Find Familiar: Rat - Target of Infectious Bite suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
Illithid powers[edit section | visual editor]
- Fracture Psyche - Target suffers a -1 penalty to saves. The full-illithid version applies a -5 penalty instead.
- Shatter Psyche - Target suffers a -2 penalty to saves. The full-illithid version applies a -5 penalty instead.
Items[edit section | visual editor]
- - On a weapon hit, the target suffers a 1d4 penalty to saves for 2 turns[See: Bugs]
- - 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)
- - Wisdom saves -1
Conditions[edit section | visual editor]
- Bane - Target suffers a 1d4 penalty to saves
- Bloodless - Saves -1
- Mental Fatigue - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition
- Reverberation - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition
- Slowed - Target suffers a -2 penalty to Dexterity saves
Proficiency in saving throws[edit section | visual editor]
Class features[edit section | visual editor]
- Iron Mind - Proficiency in Wisdom and Intelligence saves
- Resilient - Increase an ability by 1 (max 20). Gain proficiency in that ability's saves
- Transmuter's Stone: Constitution - Proficiency in Constitution saves
Items[edit section | visual editor]
- - Proficiency in saves until making three successful saves or until a long rest, upon consumption
- - Proficiency in Wisdom saves
Advantage on saving throws[edit section | visual editor]
Races[edit section | visual editor]
- Elf - Advantage on saves against being Charmed
- Drow - Advantage on saves against being Charmed
- Dwarf - Advantage on saves against being Poisoned
- Gnome - Advantage on Intelligence, Wisdom, and Charisma saves
- Half-Elf - Advantage on saves against being Charmed
- Halfling - Advantage on saves against being Frightened
- Strongheart Halfling - Advantage on saves against being Poisoned
Class features[edit section | visual editor]
- Countercharm - All allies in a 9 m / 30 ft radius around the Bard gain advantage on saves against being Charmed or Frightened, for 3 turns
- Danger Sense - Advantage on Dexterity saves against traps, spells and surfaces as long as Barbarian is not Blinded or Incapacitated
- Frenzy - Advantage on Strength saves
- Lucky: Reroll with Advantage - Advantage on any save, at the cost of a Luck Point
- Patient Defence - Advantage on Dexterity saves
- Rage - Advantage on Strength saves
- Rage: Bear Heart - Advantage on Strength saves
- Rage: Eagle Heart - Advantage on Strength saves
- Rage: Elk Heart - Advantage on Strength saves
- Rage: Tiger Heart - Advantage on Strength saves
- Rage: Wolf Heart - Advantage on Strength saves
Spells[edit section | visual editor]
- Heroes' Feast - Advantage on Wisdom saves
- 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
- Protection from Poison - Advantage on saves against being Poisoned
Items[edit section | visual editor]
All saves[edit section | visual editor]
- - Expend a Reaction to make a save with advantage ( Recharge: Long rest)
- - Advantage on saves while being obscured
- - Advantage on saves while being obscured
Constitution saves[edit section | visual editor]
- - Advantage on Constitution saves
- - Advantage on Constitution saves
- - Advantage on Constitution saves
- - Advantage on Constitution saves
- - Advantage on Constitution saves
- - Advantage on Constitution saves while being Drunk
- - Advantage on Constitution saves
- - Advantage on Constitution saves
- - Advantage on Constitution saves
Dexterity saves[edit section | visual editor]
- - Advantage on Dexterity saves
- - Advantage on Dexterity saves
- - Celestial Haste: Advantage on Dexterity saves for 5 turns ( Recharge: Long rest)
- - Advantage on Dexterity saves
Other saves[edit section | visual editor]
- - Advantage on Intelligence saves if githyanki (or disguised as one)
- - Advantage on Wisdom saves
- - Giant Form: Advantage on Strength saves for 10 turns ( Recharge: Short rest)
- - Advantage on Wisdom saves
- - Advantage on Strength saves, upon consumption
- - Advantage on Concentration saves and on saves against being Charmed, upon consumption
- - Advantage on Intelligence, Wisdom, and Charisma saves
- - Advantage on saves against being Charmed
- - Advantage on Wisdom saves
- - Advantage on Intelligence, Wisdom, and Charisma saves if githyanki (or disguised as one)
- - Advantage on saves against being Restrained
Spell saves[edit section | visual editor]
- - Advantage on saves against spells, even while being in Wild Shape
- - Advantage on saves against spells
- - Advantage on saves against spells
- - Advantage on saves against Undead attacks and spells
- - Advantage on saves against spells
Conditions[edit section | visual editor]
- Enlarged - Target has advantage on Strength saves
- Gaseous Form - Advantage on Constitution, Dexterity, and Strength saves
- Githzerai Mind Barrier - Advantage on Intelligence saves (received in the Mind Flayer Colony)
- Haste Spores - Target has advantage on Dexterity saves
- Hastened - Target has advantage on Dexterity saves
Disadvantage on saving throws[edit section | visual editor]
Class features[edit section | visual editor]
- Eldritch Strike - Target suffers disadvantage on the next save against the caster's spell
- Nature's Wrath - Target suffers disadvantage on Dexterity saves
Spells[edit section | visual editor]
- Bestow Curse: Charisma Disadvantage - Target suffers disadvantage on Charisma saves
- Bestow Curse: Constitution Disadvantage - Target suffers disadvantage on Constitution saves
- Bestow Curse: Dexterity Disadvantage - Target suffers disadvantage on Dexterity saves
- Bestow Curse: Strength Disadvantage - Target suffers disadvantage on Strength saves
- Bestow Curse: Intelligence Disadvantage - Target suffers disadvantage on Intelligence saves
- Bestow Curse: Wisdom Disadvantage - Target suffers disadvantage on Wisdom saves
- Contagion: Filth Fever - Target suffers disadvantage on Strength saves
- Contagion: Seizure - Target suffers disadvantage on Dexterity saves
- Contagion: Slimy Doom - Target suffers disadvantage on Constitution saves
- Evard's Black Tentacles - Target suffers disadvantage on Dexterity saves
- Find Familiar: Frog - Target of Bufotoxin suffers disadvantage on Dexterity saves
- Flesh to Stone (the 3 stages before Petrification) - Target suffers disadvantage on Dexterity saves
- Otto's Irresistible Dance - Target suffers disadvantage on Dexterity saves
Weapon actions[edit section | visual editor]
- Heartstopper - Target suffers disadvantage on Constitution saves
- Weakening Strike - Target suffers disadvantage on Strength saves
Items[edit section | visual editor]
- - Targets have disadvantage on saves against wielder's dragonborn breath weapon
- - Disadvantage on Wisdom saves until long rest, upon consumption
- - Targets have disadvantage on saves against wearer's manoeuvres and weapon actions
- - Targets have disadvantage on saves against wielder's necromancy spells
- - On a hit with this spear, targets suffer disadvantage on Constitution saves for 2 turns if they fail the DC 10 Charisma save
- - Target suffers disadvantage on Strength saves for 2 turns if they fail the DC 11 Constitution save
- - Disadvantage on Dexterity saves for the wearer while Reaper's Rigidity is toggled on
- - All creatures in a 9 m / 30 ft radius suffer disadvantage on Wisdom, Intelligence, and Charisma saves
- - While at +3 bonus from Scarlet Remittance, consume it to inflict disadvantage on saves upon hostile creatures against wielder's spells ( Recharge: Long rest)
- - Disadvantage on saves for the wearer
- - Targets have disadvantage on saves to resist wearer's Restraining attacks and spells
- - Enemies have disadvantage on saves to resist wielder's spells or actions that inflict Fear
- - Targets have disadvantage on saves against wielder's necromancy spells
- - Disadvantage on Constitution, Wisdom and Intelligence saves, upon consumption
Conditions[edit section | visual editor]
- Arcane Hunger - Gale suffers disadvantage on Constitution saves
- Greater Arcane Hunger - Gale suffers disadvantage on saves
- Severe Arcane Hunger - Gale suffers disadvantage on saves
- Bleeding - Target suffers disadvantage on Constitution saves
- Burden of Time Aura - Beasts and non-Elf Humanoids in a 3 m / 10 ft radius around He Who Was suffer disadvantage on saves
- Command: Grovel - Target suffers disadvantage on Strength and Dexterity saves
- Constricted - Target suffers disadvantage on Dexterity saves
- Dazed - Target suffers disadvantage on Wisdom saves
- Encrusted with Frost - Target suffers disadvantage on Dexterity saves
- Ensnared - Target suffers disadvantage on Dexterity saves
- Entangled - Target suffers disadvantage on Dexterity saves
- Enwebbed - Target suffers disadvantage on Dexterity saves
- Feverish - Suffer disadvantage on Strength saves
- Filth Fever - Suffer disadvantage on Strength saves
- Harrowed - Target suffers disadvantage on Wisdom and Charisma saves (the aura emanates from the Echo of a Lost Love)
- Heavily Encumbered - Suffer disadvantage on Strength, Dexterity, and Constitution saves
- Hideous Laughter - Target suffers disadvantage on Strength and Dexterity saves
- Infected - Target suffers disadvantage on Constitution saves
- Maimed - Target suffers disadvantage on Dexterity saves
- Muddy - Target suffers disadvantage on Dexterity saves
- Prone - Target suffers disadvantage on Strength and Dexterity saves
- Reduced - Target suffers disadvantage on Strength saves
- Restrained - Target suffers disadvantage on Dexterity saves
- Rotting - Target suffers disadvantage on Charisma saves
- Flesh Rot - Target suffers disadvantage on Charisma saves
- Sea Plague - All creatures in the area suffer disadvantage on Strength saves
- Septic - Target suffers disadvantage on Constitution saves
- Shadow-Cursed Vines - Target suffers disadvantage on Dexterity saves
- Shocked - Target suffers disadvantage on Dexterity saves
- Stricken With Blinding Sickness - Target suffers disadvantage on Wisdom saves
Automatic failure on saving throws[edit section | visual editor]
Spells[edit section | visual editor]
- Hold Monster - Target automatically fails all Strength and Dexterity saves
- Hold Person - Target automatically fails all Strength and Dexterity saves
Items[edit section | visual editor]
- Crawler Mucus - Target automatically fails all Strength and Dexterity saves
- Drow Poison - Target automatically fails all Strength and Dexterity saves
Conditions[edit section | visual editor]
- Befuddled - Target automatically fails all Strength and Dexterity saves
- Confused Stupor - Target automatically fails all Strength and Dexterity saves
- Downed - Target automatically fails all Strength and Dexterity saves
- Knocked Out - Target automatically fails all Strength and Dexterity saves
- Lethargic - Target automatically fails all Strength and Dexterity saves
- Paralysed - Target automatically fails all Strength and Dexterity saves
- Sleeping - Target automatically fails all Strength and Dexterity saves
- Stunned - Target automatically fails all Strength and Dexterity saves
Other[edit section | visual editor]
Races[edit section | visual editor]
- Halfling Luck - Re-roll once upon rolling a 1 on saving throws, attack rolls, and ability checks
Class features[edit section | visual editor]
- Dungeon Delver: Perception - Advantage on Perception checks made to detect hidden objects and on saves made to avoid or resist traps
- War Caster: Concentration - Advantage on Concentration saves for spells
Spells[edit section | visual editor]
- Beacon of Hope - Targets have advantage on Wisdom and death saves
Items[edit section | visual editor]
- - Advantage on death saves if the wearer has the Brand of the Absolute
- - Suffer the effects of sophorific drug and automatically fail all Strength and Dexterity saves, upon consumption
- - Death saves +2
- - Advantage on Concentration saves
- - When the wearer fails a save, they can use their Reaction to succeed it instead
- - Target suffers the effects of paralytic poison and automatically fails all Strength and Dexterity saves
- - When the wearer fails a Dexterity save, they can use their Reaction to succeed it instead
- - Reduce the DC of wearer's death saves from 10 down to 5
- - Target suffers disadvantage on Concentration saves
Conditions[edit section | visual editor]
- 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)
- Mystra's Benevolence - Gale gains advantage on Concentration saves until long rest (see Balthazar's Experiment for details)
Bugs[edit section | visual editor]
- The description of the Gloves of Baneful Striking states that the 1d4 penalty to saves only applies to the wearer's next spell, but it actually applies to all saves for its duration.



























































































































































































































