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Saving throws

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Saving throws are automatic dice rolls representing a creature’s attempt to “save” themselves from harm. They are provoked by spells, the hostile actions (other than attacks) of other creatures, or hazards like traps and surfaces. Saves are always associated with a specific ability (except for death saving throws), and are always rolled against a target Difficulty Class (DC), both determined by the triggering effect. When successful, they reduce or prevent harmful effects.

Overview[edit | edit source]

All harmful effects that provoke a saving throw have an associated target number – a Difficulty Class (DC) – and an ability associated with its allowed save – referred to using terms like Strength saving throw or Dexterity save.

When attempting a saving throw, a creature rolls a d20 and adds the save's associated ability score modifier to the result. If they are proficient in saves using that ability, they add their proficiency bonus as well. If the creature is under an effect of a buff or a debuff,[note 1] that effect's modifier is added to the formula.

Formula = D20.png d20 + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)

The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number.

Game mechanics[edit | edit source]

Saving throws represent a creature’s attempt to “save” themselves from harm. Spells and actions taken by other creatures frequently allow their targets to attempt a save, as do hazards like traps and surfaces. Each save has an associated ability – referred to using terms like Strength saving throw or Dexterity save – and a save DC that creatures attempting to save roll against. When attempting a save, a creature adds an ability score modifier corresponding to that save's associated ability, and if they are proficient in saves made using that ability, they add their proficiency bonus as well.

While the result of an attempted saving throw is always binary – it is either a success or a failure – the exact outcome of a successful save depends on the effect in question. Typically, the damage or conditions inflicted by the associated effect will be reduced in severity, and sometimes negated entirely.

As stated earlier above, saving throws do not automatically fail or succeed on natural 1s and 20s, except when made during dialogue.

A number of features affect saving throws, and some races have advantage on certain saves.

Save proficiency[edit source]

All classes give save proficiency with two abilities. Though when multiclassing, only the first class taken gives its save proficiencies. An additional save proficiency can be gained by taking the Resilient feat.

Saving Throw Proficiencies by Class
BarbarianBarbarian BardBard ClericCleric

StrengthStrength

ConstitutionConstitution

DexterityDexterity

CharismaCharisma

WisdomWisdom

CharismaCharisma

DruidDruid FighterFighter MonkMonk

IntelligenceIntelligence

WisdomWisdom

StrengthStrength

ConstitutionConstitution

StrengthStrength

DexterityDexterity

PaladinPaladin RangerRanger RogueRogue

WisdomWisdom

CharismaCharisma

StrengthStrength

DexterityDexterity

DexterityDexterity

IntelligenceIntelligence

SorcererSorcerer WarlockWarlock WizardWizard

ConstitutionConstitution

CharismaCharisma

WisdomWisdom

CharismaCharisma

IntelligenceIntelligence

WisdomWisdom

Save DCs[edit source]

The Difficulty Class rolled against when attempting to save is called save DC. A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage because it successfully evades the spikes. On the other hand, if caught in the area of effect of a FireballFireball spell, then a successful save merely halves the damage. Saving against a ThunderwaveThunderwave spell both halves the damage taken and prevents a creature from being pushed by the spell.

Different mechanics calculate save DC differently:

Spell save DC
The Difficulty Class of a spell that can be saved against is determined through the following formula:
8 + proficiency bonus + spellcasting ability modifier.
Each class has a spellcasting ability, which is used for its class features (features that appear under a class's tab in the spellbook) and spells that call for a spellcasting ability modifier. Some non-class features also use this spellcasting ability, such as spells cast through items (including scrolls), free recasts of Recastable spells (regardless of source), and Illithid Powers. A multiclassed character uses the spellcasting ability of their newest class (the class in which they most recently reached level 1) for non-class features. There are some class features which are bugged and will incorrectly use the newest class's spellcasting ability, as noted on those features' pages.
Spellcasting Ability
IntelligenceIntelligence WisdomWisdom CharismaCharisma

FighterFighter[1]
RogueRogue[1]
WizardWizard

ClericCleric
DruidDruid
MonkMonk
RangerRanger

BarbarianBarbarian
BardBard
PaladinPaladin
SorcererSorcerer
WarlockWarlock

Certain conditions and equipment worn by the caster can also affect their spell save DC.
Spellcasting classes can check their spell save DC in the spellbook (shortcut "K"). A target's saving throws can be checked by examining them (shortcut "T").
Weapon action DC
Most weapons allow proficient users to perform special "weapon actions", which are typically limited to once per short rest (e.g. BackbreakerBackbreaker). These actions often include the chance to inflict a condition on the target, and these conditions require the target to attempt a save to avoid them. Each weapon action can grant its own inherent bonus to DC that is not listed anywhere, but is frequently +2. The Difficulty Class of saves against weapon actions is calculated as follows:
Weapon Action DC = 8 + proficiency bonus + Strength or Dexterity modifier (whichever is higher) + inherent weapon action bonus DC
Equipment other than weapons may have features that use weapon action DC. Some class features also use weapon action DC, notably most manoeuvres of a Battle MasterBattle Master, and many MonkMonk abilities, such as Stunning StrikeStunning Strike.
Some unique weapons actions instead use spell save DC.
Hybrid save DC
Certain weapon actions, notably Concussive SmashConcussive Smash, instead allow the acting creature to either use their spell save DC or weapon action DC with a +2 bonus, whichever is higher.
Fixed Save DC
In the case of threats that do not originate from a spellcaster, such as a trap or poisonous apple, the game sets the DC based on how serious the threat is intended to be. For example, a slightly spoiled tart could impose a DC 5 Constitution save when eaten, whereas a potent snake venom could impose a DC 15 Constitution save on the victim. Many consumable items, such as elemental arrows, throwables, and coatings, use fixed save DCs.

Death saving throws[edit source]

Death saving throws are a special type of saving throw made by playable characters after they have been DownedDowned. Death saves are made once per turn while the character remains Downed. If a Downed character receives damage from any source that is not a critical hit, they automatically fail one death saving throw. A critical hit against a Downed character results in 2 failed saves. Melee attacks against a Downed target are always classified as a critical hit.

Three successful saves let a creature stabilize, no longer needing to make death saves to survive; three failures lead to the creature's deathdeath.

Death saving throws are not associated with an ability score and so do not get any modifiers, nor do they benefit from the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as BlessBless) or specifically to death saves (such as from the Family Ring). Death saves are always DC 10. A character dies when three failures are accumulated, or stabilizes when three successes are accumulated, whichever happens first.

Death saving throws can be critical failures and critical successes. A natural 1 rolled for a death save adds two failures to a character's death save count, while a natural 20 immediately stabilizes the character regardless of their current death save count.

Saving throws by type[edit | edit source]

See also[edit | edit source]

Notes[edit | edit source]

  1. 1.0 1.1 The fighter and rogue do not properly have a spellcasting ability defined, and so use the default spellcasting ability, which is Intelligence. For a monoclassed character, this works as expected, but if they are multiclassed and their most recently taken class was fighter or rogue, then the next most recent class's spellcasting ability will be used instead.
    The Arcane Trickster and Eldritch Knight subclasses, however, do properly define Intelligence as their spellcasting ability and so a multiclassed character with either of those subclasses will behave as expected. Even though the spellcasting ability for those subclasses is only defined at level 3, the newest class is still the last one to reach level 1. For example, if a character takes their first level in sorcerer, and then a level in fighter, and then a level in druid, their spellcasting ability will be Wisdom. Even if they then take two more levels in fighter and choose the Eldritch Knight subclass, their spellcasting ability will remain Wisdom, since they took their first level in druid more recently than in fighter.