Saving throws: Difference between revisions

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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 intended to be. For example, a rather ineffective trap could have a DC of just 5, whereas an effective trap 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 victim.
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 intended to be. For example, a rather ineffective trap could have a DC of just 5, whereas an effective trap 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 victim.


== Features that affect saves ==
== See also ==
Some racial features, class features, spells, items, and conditions affect saving throws. For example:
*[[List of features and items that affect saving throws]]
*[[Elf|Elves]] have [[advantage]] on saving throws against being {{cond|Charmed}}.
*[[Paladin]] ability {{sai|Aura of Protection}} grants nearby allies a bonus to saves equal to Paladin's Charisma modifier.
*{{sai|Bless|Bless}} spell adds a 1d4 bonus to saves on the target; upcasting increases the number of targets.
*{{sai|Slow}} spell reduces target's Dexterity saves by 2; upcasting increases the number of targets.
*{{RarityItem|Cloak of Protection}} adds +1 to all saving throws.
*[[Ring of Protection]] adds +1 to all saving throws.
*{{RarityItem|Helmet of Autonomy}} grants proficiency in Wisdom saves.
*{{cond|Bleeding}} incurs [[disadvantage]] on Constitution saves.
*{{cond|Prone}} incurs disadvantage on both Strength and Dexterity saves.


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{{NavGameplay}}


[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]

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