Saving throw

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A saving throw, also called a save (and depending on the ability it's tied to, Strength save, Dexterity save, etc.), is a die roll the game makes for a creature to decide whether it can avoid or reduce the harmful effects of various threats, such as a spell, poison, trap, and so on. The creature's ability score modifier and proficiency bonus (if proficient in the relevant ability) are added to the roll.

Result = D20.png d20 + Ability score modifier + Proficiency bonus (if proficient)

Each saving throw is tied to an ability score that determines its type. Accordingly, it can be referred to as a Strength save, Dexterity save, Constitution save, and so on. For a save to succeed, it must reach or exceed a value known as the Difficulty Class (DC).

Modifiers[edit | edit source]

Saving throws are affected by the ability score modifier of the ability that they are tied to. In addition to that, a creature can be proficient in a type of saving throw, allowing it to add its proficiency bonus to the roll.

Saving Throws can also be affected by Advantage Icon.png Advantage or Disadvantage Icon.png Disadvantage. For example, Elves have Advantage on saving throws against being CharmedCharmed. As another example, the BleedingBleeding condition incurs Disadvantage on Constitution saves.

Some spells can also affect a saving throw, such as Bane, Bless, and Resistance.

Ability score modifier[edit | edit source]

Main page: Ability score modifier

Below is the ability score modifier table based on the value of the ability score being used for the save:

Ability score modifier chart
Ability score Modifier value Ability score Modifier value
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10

Proficiency bonus[edit | edit source]

Main page: Proficiency bonus (See also: Proficiency)

As explained above, a creature needs proficiency in the corresponding type of saving throw for its proficiency bonus to apply. Each class provides a creature proficiency in two types of saving throw:

Saving Throw Proficiencies granted by each Class
Barbarian Barbarian Bard Bard Cleric Cleric

Strength icon.png Strength

Constitution icon.png Constitution

Dexterity icon.png Dexterity

Charisma icon.png Charisma

Wisdom icon.png Wisdom

Charisma icon.png Charisma

Druid Druid Fighter Fighter Monk Monk

Intelligence icon.png Intelligence

Wisdom icon.png Wisdom

Strength icon.png Strength

Constitution icon.png Constitution

Strength icon.png Strength

Dexterity icon.png Dexterity

Paladin Paladin Ranger Ranger Rogue Rogue

Wisdom icon.png Wisdom

Charisma icon.png Charisma

Strength icon.png Strength

Dexterity icon.png Dexterity

Dexterity icon.png Dexterity

Intelligence icon.png Intelligence

Sorcerer Sorcerer Warlock Warlock Wizard Wizard

Constitution icon.png Constitution

Charisma icon.png Charisma

Wisdom icon.png Wisdom

Charisma icon.png Charisma

Intelligence icon.png Intelligence

Wisdom icon.png Wisdom

Below is the table of proficiency bonus values, by level of the creature making the save:

Proficiency Bonus Chart
Level Proficiency Bonus
1 to 4 + 2
5 to 8 + 3
9 to 12 + 4

The Difficulty Class of saving throws[edit | edit source]

If a creature uses a Weapon action that forces another to make a save, the Difficulty Class (DC) is determined according to the properties of the Weapon action and the attacker, using the following formula:

DC = 10 + Strength or Dexterity + Inherent Weapon Action Bonus DC

If a creature casts a spell that forces another to make a save, the DC is determined according to the properties of the spell caster, using the following formula:

DC = 8 + Proficiency bonus + Spellcasting ability modifier

The ability score used to determine the Modifier depends on the class of the caster, and is the same as the one used for the attack roll:

Classes sorted by which Ability Score they use for Spellcasting
Intelligence icon.png Intelligence Wisdom icon.png Wisdom Charisma icon.png Charisma

Wizard Wizard
Arcane Trickster Arcane Trickster Rogue
Eldritch Knight Eldritch Knight Fighter

Cleric Cleric
Druid Druid
Ranger Ranger

Bard Bard
Paladin Paladin
Sorcerer Sorcerer
Warlock Warlock
Barbarian Barbarian (Scrolls only)

In Baldur's Gate 3, the same ability modifiers apply when casting a spell from a scroll, even when the spell being cast is not normally available to your class. For instance, a Cleric casting Shatter Shatter (a spell not normally available to Clerics) from a scroll adds its Wisdom modifier to the saving throw DC.

The proficiency needed to gain the proficiency bonus is spellcasting. All creatures capable of casting spells through their class, subclass, or feats have this proficiency. If a creature that can't normally cast spells uses a scroll or other item to cast one, it will also receive its proficiency bonus on the attack roll or saving throw DC of that spell.

In the case of threats that don't originate from a spell caster, such as a trap or a poisonous apple, the game sets the DC based on how serious the threat is supposed to be. For example, a rather ineffective trap could have a DC of just 5, whereas a very powerful one could have a DC of 15. A slightly spoiled tart could impose a Constitution save of DC 5, whereas a potent venom from a snake could impose a DC 15 Constitution save on the hapless victim.

Effects of a successful saving throw[edit | edit source]

Making a successful saving throw could mean avoiding negative effects entirely, or it could merely mean reducing the damage taken, usually by half. Depending on the threat, there could also be other rules that determine what happens on a failed or successful save.

Death saving throws[edit | edit source]

Main article: Death Saving Throw

Death saving throws are a special type of saving throw made by playable characters and companions after they have been DownedDowned. Three successful saves will let a creature stabilise, no longer needing to make saves, and three failures will lead to the creature becoming DeadDead.