Saving throws are a fundamental mechanic in Dungeons & Dragons 5th Edition (D&D 5e), representing a character’s ability to resist harmful effects like spells, traps, and poisons. Understanding how saving throws work is crucial for both players and Dungeon Masters (DMs) to ensure fair and engaging gameplay. This guide breaks down the mechanics of saving throws, walking you through the calculation process, various modifiers, and the nuances that can arise during a game.
Understanding the Basics of Saving Throws
A saving throw is a d20 roll made by a character or creature to avoid or lessen the effect of a harmful situation. Unlike ability checks, which represent active attempts to perform a task, saving throws are reactive defenses against external forces. Think of it as your character’s natural resilience and reflexes kicking in to avoid danger.
There are six different types of saving throws, each corresponding to one of the six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Each ability score represents a different aspect of a character’s capabilities, and the corresponding saving throw tests a character’s ability to resist effects that target that specific attribute. For instance, a Strength saving throw might be required to resist being pushed or knocked prone, while a Wisdom saving throw could be needed to resist being charmed or frightened.
The saving throw is determined by the attacker, and the target of the attack will need to calculate their saving throw to determine if the attack or effect hits or takes place.
Calculating a Saving Throw: The Step-by-Step Process
The process of calculating a saving throw in D&D 5e is straightforward:
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Identify the Saving Throw: Determine which ability score the saving throw is based on (e.g., Strength, Dexterity, Constitution). The description of the effect causing the saving throw will specify which ability is tested.
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Roll the d20: Roll a 20-sided die (d20). This is the base roll for the saving throw.
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Add the Ability Score Modifier: Add the character’s ability score modifier for the relevant ability score to the d20 roll. This modifier is determined by the character’s ability score. The modifiers range from -5 (for an ability score of 1) to +5 (for an ability score of 20), following the following formula: (Ability Score – 10) / 2, rounded down.
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Add Proficiency Bonus (If Applicable): If the character is proficient in the specific saving throw, add their proficiency bonus to the roll. Proficiency bonus is determined by character level and it starts at +2 at level 1, increasing to +6 at level 17. Some classes grant proficiency in certain saving throws at character creation, while feats or other abilities might grant proficiency later on.
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Add Other Modifiers (If Applicable): Other modifiers may apply to the saving throw, based on various circumstances, such as spells, feats, or magic items. These modifiers can be positive or negative, and they are added to the roll after the ability score modifier and proficiency bonus (if applicable).
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Compare to the Difficulty Class (DC): Compare the total of the d20 roll, ability score modifier, proficiency bonus (if applicable), and other modifiers to the Difficulty Class (DC) set by the effect causing the saving throw. The DC is a number determined by the effect’s creator (usually a spellcaster or trap designer) that represents the difficulty of resisting the effect. If the total is equal to or greater than the DC, the saving throw is successful. If it is lower than the DC, the saving throw fails.
Example:
Let’s say a character is targeted by a spell that requires a Dexterity saving throw with a DC of 15. The character has a Dexterity score of 14 (modifier of +2) and is proficient in Dexterity saving throws (proficiency bonus of +2, assuming they are level 1). They also have a magic cloak that grants a +1 bonus to Dexterity saving throws.
- Saving Throw: Dexterity
- Roll: 12 on the d20
- Dexterity Modifier: +2
- Proficiency Bonus: +2
- Other Modifier: +1 (from the cloak)
Total saving throw result: 12 + 2 + 2 + 1 = 17
Since 17 is greater than the DC of 15, the character succeeds on the saving throw. The effect of the spell is either negated or lessened, depending on the spell’s description.
Factors Affecting Saving Throws
Several factors can influence a character’s saving throw, making it easier or harder to succeed. Here’s a look at some key elements:
Ability Score Modifiers
The most fundamental factor is the character’s ability score modifier for the relevant ability score. A higher ability score translates to a higher modifier, increasing the chances of succeeding on the saving throw.
Proficiency
Proficiency in a saving throw adds a significant bonus, making it much easier to resist effects that target that specific ability. Characters typically gain proficiency in certain saving throws based on their class. For example, Fighters are proficient in Strength and Constitution saving throws, while Wizards are proficient in Intelligence and Wisdom saving throws.
Advantage and Disadvantage
Advantage and disadvantage are powerful mechanics that can significantly impact saving throws. Advantage allows you to roll two d20s and take the higher result, while disadvantage forces you to roll two d20s and take the lower result. These conditions can be granted by various spells, abilities, or environmental factors.
Spells and Abilities
Numerous spells and abilities can affect saving throws. Some spells might grant a bonus to saving throws, while others might impose a penalty. For example, the bless spell grants a +1d4 bonus to saving throws, while the bane spell imposes a -1d4 penalty.
Magic Items
Magic items can also provide bonuses to saving throws. A cloak of protection grants a +1 bonus to AC and saving throws, while a ring of resistance grants resistance to damage from a specific damage type and advantage on saving throws against effects that deal that damage type.
Conditions
Certain conditions, such as being poisoned, frightened, or paralyzed, can impose disadvantage on saving throws. These conditions can severely hamper a character’s ability to resist harmful effects.
Cover
In some cases, cover can provide a bonus to Dexterity saving throws against effects that originate from a point you can’t see. The amount of the bonus depends on the type of cover.
Common Saving Throw Scenarios
Saving throws come into play in a wide variety of situations in D&D 5e. Here are some common scenarios:
Spells
Many spells require targets to make saving throws to avoid or lessen their effects. For example, the fireball spell requires a Dexterity saving throw to reduce the damage taken, while the hold person spell requires a Wisdom saving throw to avoid being paralyzed.
Traps
Traps often trigger saving throws. A pit trap might require a Dexterity saving throw to avoid falling in, while a poison dart trap might require a Constitution saving throw to resist the poison.
Poisons and Diseases
Poisons and diseases typically require Constitution saving throws to resist their effects. The DC of the saving throw depends on the potency of the poison or disease.
Environmental Hazards
Environmental hazards, such as extreme heat or cold, can also trigger saving throws. A character might need to make a Constitution saving throw to avoid exhaustion in extreme heat, or a Strength saving throw to avoid being swept away by a strong current.
Monster Abilities
Many monsters have special abilities that require targets to make saving throws. A dragon’s breath weapon might require a Dexterity saving throw to avoid taking damage, while a mind flayer’s mind blast might require an Intelligence saving throw to avoid being stunned.
Tips for Players and DMs
Here are some tips for both players and DMs to keep in mind when dealing with saving throws:
For Players:
- Know Your Saving Throw Proficiencies: Be aware of which saving throws your character is proficient in, and prioritize improving those ability scores.
- Seek Out Bonuses: Look for opportunities to gain bonuses to your saving throws, such as through spells, magic items, or class abilities.
- Position Strategically: Position yourself to avoid or minimize the effects of area-of-effect spells and other hazards.
- Be Aware of Conditions: Pay attention to any conditions that might impose disadvantage on your saving throws, and try to remove or mitigate them.
For DMs:
- Clearly Communicate DCs: Clearly communicate the DCs of saving throws to players, so they know what they need to roll to succeed.
- Be Consistent: Be consistent in applying the rules for saving throws, and avoid making arbitrary rulings.
- Consider Environmental Factors: Take into account any environmental factors that might affect saving throws, such as cover or difficult terrain.
- Use Saving Throws Creatively: Use saving throws to create challenging and engaging encounters, and reward players for clever tactics and strategic thinking.
Specific Saving Throw Scenarios Deeper Dive
Let’s explore some specific examples of saving throws in more detail, highlighting the nuances and potential complexities:
Strength Saving Throws: Resisting Physical Force
Strength saving throws are often used to resist being moved against your will or being physically overpowered. A classic example is resisting being shoved by an enemy. The attacking creature might make a Strength (Athletics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check (your choice). However, some effects, like a spell, might simply impose a Strength saving throw with a specific DC. Failure could result in being knocked prone, pushed back, or restrained.
Consider a raging barbarian with a Strength score of 20 (+5 modifier) facing a powerful gust of wind that requires a DC 15 Strength saving throw to avoid being blown away. Because they are raging, they have advantage on Strength saving throws. The player rolls twice and gets an 8 and a 14. Taking the higher roll, they add their +5 modifier, resulting in a total of 19. They succeed on the saving throw and remain standing.
Dexterity Saving Throws: Evading Area Effects
Dexterity saving throws are crucial for evading area-of-effect attacks like fireballs, lightning bolts, and traps that involve dodging. The fireball spell is a prime example. Targets within the spell’s radius must make a Dexterity saving throw to take half damage instead of full damage.
A rogue with a Dexterity score of 16 (+3 modifier) faces a fireball with a DC 15. The rogue is not proficient in Dexterity saving throws. The player rolls a 10, adds their +3 modifier, resulting in a total of 13. The rogue fails the saving throw and takes the full damage from the fireball.
Constitution Saving Throws: Resisting Poison and Disease
Constitution saving throws are vital for resisting poisons, diseases, and effects that drain vitality. They are also commonly used to maintain concentration on spells when taking damage.
A cleric, who has a Constitution score of 14 (+2 modifier) and is proficient in Constitution saving throws (proficiency bonus of +2), is hit by an attack while concentrating on a spell. The DM determines the DC is 10. The player rolls a 6 and adds their +2 modifier and +2 proficiency, resulting in a total of 10. They succeed on the saving throw and maintain concentration on their spell.
Intelligence Saving Throws: Resisting Mental Intrusion
Intelligence saving throws are less common but represent resistance to mental attacks, illusions, and effects that warp the mind. Illusions often require Intelligence saving throws to discern their true nature.
A wizard with an Intelligence score of 18 (+4 modifier) is targeted by an illusion spell with a DC 16. He rolls a 12 and adds his +4 modifier, resulting in a total of 16. The wizard succeeds and realizes the illusion is not real.
Wisdom Saving Throws: Resisting Charm and Fear
Wisdom saving throws are essential for resisting charm, fear, and other effects that target willpower and perception. Spells like charm person and fear require Wisdom saving throws to avoid being controlled or frightened.
A paladin with a Wisdom score of 12 (+1 modifier) and proficiency in Wisdom saving throws (proficiency bonus of +3) is targeted by the fear spell with a DC 14. The player rolls a 9, adds their +1 modifier, and their +3 proficiency bonus, resulting in a total of 13. The paladin fails the saving throw and becomes frightened.
Charisma Saving Throws: Resisting Possession and Banishment
Charisma saving throws are typically used to resist effects that target your sense of self, such as possession, banishment, or effects that alter your personality.
A sorcerer with a Charisma score of 16 (+3 modifier) is targeted by a banishment spell with a DC 15. The sorcerer is not proficient in Charisma saving throws. The player rolls an 11 and adds their +3 modifier, resulting in a total of 14. The sorcerer fails the saving throw and is banished to another plane of existence.
Understanding the intricacies of saving throws is crucial for navigating the dangers of the D&D world and ensuring your character’s survival. By mastering the calculation process and considering all the factors that can influence a saving throw, you can make informed decisions and increase your chances of success.
What exactly are saving throws, and why are they important in D&D 5e?
Saving throws are a mechanic in Dungeons & Dragons 5th Edition representing a character’s attempt to resist harmful effects, such as spells, poisons, traps, and even environmental hazards. Unlike attack rolls, where you actively try to hit a target, saving throws are a defensive reaction to an external force attempting to impose something upon you. The higher your saving throw bonus, the better your chance of resisting these detrimental effects.
Saving throws are crucial because they directly impact your character’s survivability and effectiveness. Failing a saving throw can lead to being stunned, poisoned, incapacitated, or even killed outright. Mastering saving throws involves understanding which saving throws your character is proficient in, knowing how to improve them, and being aware of the types of threats that commonly target specific saving throws. This knowledge empowers you to strategically prepare and protect your character.
How do I determine my saving throw bonus for a specific saving throw?
Your saving throw bonus is calculated by adding your proficiency bonus (if proficient in that saving throw) to the relevant ability score modifier. The relevant ability score depends on the type of saving throw: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. For example, a character proficient in Constitution saving throws with a Constitution score of 16 (modifier of +3) and a proficiency bonus of +2 would have a Constitution saving throw bonus of +5.
To calculate your proficiency bonus, consult the proficiency bonus chart in the Player’s Handbook, which increases as your character levels up. Your ability score modifier is determined by subtracting 10 from your ability score and then dividing the result by 2 (rounding down). Remember to apply any additional bonuses from feats, class features, or magic items that affect your saving throws.
What are the six ability score-based saving throws in D&D 5e?
The six ability score-based saving throws correspond directly to the six core ability scores: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). Each saving throw represents a character’s ability to resist effects that target that specific ability. Understanding the nuances of each saving throw is vital for character optimization and strategic gameplay.
Strength saving throws often involve resisting physical forces, like being moved against your will or preventing yourself from being crushed. Dexterity saving throws typically involve dodging out of the way of area-of-effect spells or traps. Constitution saving throws are used to resist poisons, diseases, and effects that directly impact your physical endurance. Intelligence saving throws resist mental intrusions or effects that warp your understanding of reality. Wisdom saving throws protect against charms, fears, and other mind-altering effects. Charisma saving throws defend against effects that attempt to control or manipulate your personality or force you to act against your will.
What does it mean to be “proficient” in a saving throw, and how do I gain proficiency?
Being proficient in a saving throw means that you add your proficiency bonus to the ability score modifier when making a saving throw against that specific ability. This significantly increases your chances of succeeding on that saving throw, providing a substantial defensive advantage. It’s one of the most effective ways to enhance your resistance to harmful effects.
You typically gain proficiency in certain saving throws based on your class selection at 1st level. For example, fighters are usually proficient in Strength and Constitution saving throws, while wizards are proficient in Intelligence and Wisdom saving throws. Some races and feats can also grant you proficiency in saving throws. Pay close attention to character creation and advancement options to strategically acquire proficiencies that complement your character’s build and playstyle.
Are there any spells or abilities that can grant advantage or disadvantage on saving throws?
Yes, numerous spells and abilities can grant advantage or disadvantage on saving throws, significantly affecting your character’s chances of success. Understanding these effects is crucial for both players and Dungeon Masters to strategically leverage them. Advantage allows you to roll two dice and take the higher result, while disadvantage forces you to roll two dice and take the lower result.
Some common examples of spells that grant advantage on saving throws include “Bless” and “Shield of Faith,” which can aid in resisting a wide range of threats. Conversely, spells like “Hold Person” or conditions like “Poisoned” can impose disadvantage on saving throws, making your character more vulnerable. Furthermore, certain class features or feats may grant advantage or disadvantage in specific situations or against certain types of effects.
How can I improve my saving throws beyond gaining proficiency?
Beyond gaining proficiency, several methods exist to improve your saving throws, offering greater resilience against debilitating effects. These strategies include increasing relevant ability scores, utilizing magic items, and leveraging feats. Each approach offers unique benefits and can be tailored to your character’s specific needs and build.
Increasing your relevant ability scores, especially through ability score improvements gained at certain levels, directly enhances your saving throw modifiers. Magic items, such as cloaks of protection or rings of resistance, can provide bonuses to all saving throws or resistance to specific damage types, effectively boosting your overall survivability. Certain feats, like “Resilient,” allow you to gain proficiency in a saving throw you lack and increase the corresponding ability score, making them a potent option for patching up weaknesses.
What is the difference between a saving throw and an ability check?
While both saving throws and ability checks involve rolling a d20 and adding an ability score modifier, they serve different purposes and are triggered by distinct circumstances. Understanding this difference is vital for correctly applying the rules of the game. Saving throws are a defensive reaction to an external effect, while ability checks are proactive attempts to perform a specific task.
Saving throws are used when a creature is subjected to a harmful effect, such as a spell or trap, and must attempt to resist it. The difficulty of the saving throw is determined by the source of the effect (e.g., the spellcaster’s spell save DC). Ability checks, on the other hand, are used when a character attempts to perform an action where the outcome is uncertain. The Dungeon Master determines the difficulty class (DC) of the ability check based on the complexity of the task.