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Saving throws: Difference between revisions
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''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].'' | ''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].'' | ||
A '''Saving Throw''', also called a '''save''', is a | [[Category:Gameplay Mechanics]] | ||
A '''Saving Throw''', also called a '''save''', 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 are added to the roll. | |||
Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus | |||
[[ | For a Saving Throw to succeed, it must reach or exceed a certain value, called its Difficulty Class (DC). | ||
Each Saving Throw is tied to an [[Ability Score]] that determines its type. Depending on this, it can be referred to as a Strength Save, Dexterity Save, Constitution Save, and so on. | |||
== Modifiers == | == Modifiers == | ||
Saving Throws are affected by the [[Ability Score Modifier]] of the ability they're tied to. In addition to that, a creature can be [[Proficiency|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|Advantage / Disadvantage]]. For example, [[Elf|Elves]] have Advantage on Saving Throws against being [[Charmed]]. As another example, the [[Bleeding]] condition incurs Disadvantage on Constitution Saves. | |||
=== Ability Score Modifier === | === Ability Score Modifier === |