In the realm of Dungeons & Dragons 5th Edition (D&D 5e), the outcome of perilous encounters and cunning traps often hinges on the ability to withstand threats. Saving throws, the heroic feats of resistance, play a crucial role in determining the fate of characters. Whether it’s dodging a venomous serpent’s bite, enduring the scorching breath of a dragon, or resisting the enchantment of a bewitching charm, saving throws empower characters to overcome formidable challenges.
To determine the outcome of a saving throw, players must first identify the relevant ability score modifier. This modifier is based on the character’s proficiency in a specific saving throw type. The primary types of saving throws are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. For instance, a character trained in dodging attacks would have a Dexterity saving throw bonus, while a wise sage might excel at resisting mental intrusions with a Wisdom saving throw bonus.
Once the ability score modifier is known, players roll a d20 (a 20-sided die) and add the modifier to the result. The total value is then compared to the difficulty class (DC) set by the Dungeon Master for the saving throw. If the total equals or exceeds the DC, the character successfully resists the effect. If the total falls short of the DC, the character succumbs to the consequences of the threat, ranging from damage to incapacitation or even death. Through careful planning and strategic use of saving throws, players can navigate the perils of D&D 5e and emerge victorious.
Identifying Saving Throw Modifiers
Saving throws are an essential part of Dungeons & Dragons 5e. They represent a character’s ability to resist harmful effects or withstand challenging situations. Each saving throw modifier is determined by a combination of factors, including the character’s ability score, proficiency bonus, and any other bonuses or penalties that may apply.
Ability Score Modifier: The most important factor in determining a saving throw modifier is the character’s ability score in the relevant attribute. The six ability scores in D&D 5e are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The saving throws that correspond to each ability score are as follows:
Ability Score | Saving Throw |
---|---|
Strength | Strength saving throw |
Dexterity | Dexterity saving throw |
Constitution | Constitution saving throw |
Intelligence | Intelligence saving throw |
Wisdom | Wisdom saving throw |
Charisma | Charisma saving throw |
The ability score modifier is calculated by subtracting 10 from the ability score and dividing the result by 2. For example, a character with a Strength score of 16 would have a Strength saving throw modifier of +3.
Interpreting Proficiency and Ability Modifiers
Calculating Proficiency Modifiers
Proficiency modifiers are used to represent your character’s training and expertise in various skills and abilities. The values of proficiency modifiers are determined by your character’s level in a given class or background that grants proficiency in them. The following table lists the proficiency modifiers for different character levels:
Character Level | Proficiency Modifier |
---|---|
1-4 | +2 |
5-8 | +3 |
9-12 | +4 |
13-16 | +5 |
17-20 | +6 |
Determining Ability Modifiers
Ability modifiers represent your character’s innate talents and physical attributes. These modifiers are based on your character’s ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). The following table shows the ability modifiers for different ability scores:
Ability Score | Ability Modifier (Score – 10) / 2 |
---|---|
0-10 | -5 |
11-12 | -4 |
13-14 | -3 |
15-16 | -2 |
17-18 | -1 |
19-20 | 0 |
21-22 | 1 |
23-24 | 2 |
25-26 | 3 |
27-28 | 4 |
29-30 | 5 |
Determining Saving Throw Values
In D&D 5e, saving throws are used to determine whether a character is able to resist the effects of a spell, ability, or other effect. The difficulty of a saving throw is determined by the level of the spell or ability being used, and the character’s saving throw modifier.
There are six different saving throws in D&D 5e: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each saving throw is associated with a specific ability score, and characters with higher ability scores have a better chance of succeeding on saving throws associated with that ability.
Calculating Saving Throw Modifiers
To calculate a saving throw modifier, you add the character’s ability score modifier to their proficiency bonus. The proficiency bonus is determined by the character’s level, and it represents the character’s overall skill and competence. For example, a character with a Strength score of 16 and a proficiency bonus of +2 would have a Strength saving throw modifier of +4.
Some spells and abilities can also grant advantage or disadvantage on saving throws. Advantage means that the character rolls two dice and takes the higher result, while disadvantage means that the character rolls two dice and takes the lower result.
Ability Score | Modifier |
---|---|
1 | -5 |
2-3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | 0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20 | +5 |
The Role of Ability Scores
Ability scores are the six core attributes that define a character’s capabilities in Dungeons & Dragons: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability score is measured on a scale of 1 to 30, with the average score being 10. Ability scores play a vital role in determining saving throws, which are used to resist the effects of harmful spells, abilities, and other threats.
Saving Throw Modifiers
When making a saving throw, a character adds their ability modifier to the die roll. The ability modifier is a number ranging from -5 to +5 that reflects the character’s proficiency in the ability being tested. The ability modifier is calculated as follows:
Ability Modifier = (Ability Score – 10) / 2
For example, a character with a Strength score of 14 would have a Strength modifier of +2. This means that they would add +2 to all their Strength-based saving throws.
Saving throws are further broken down into three categories: ability-based, saving throw proficiency, and resistance/immunity. Ability-based saving throws are determined by the character’s ability score modifier. Saving throw proficiency allows a character to add their proficiency bonus to their saving throws. Resistance/immunity provides characters with a reduced or non-existent effect from certain types of damage or conditions.
Ability | Modifier | Example Saving Throw |
---|---|---|
Strength | +2 | Strength Saving Throw against being knocked prone |
Dexterity | +3 | Dexterity Saving Throw against being hit by a ranged attack |
Constitution | +4 | Constitution Saving Throw against being poisoned |
Intelligence | -1 | Intelligence Saving Throw against being charmed |
Wisdom | +0 | Wisdom Saving Throw against being frightened |
Charisma | +5 | Charisma Saving Throw against being persuaded |
Proficiency in Specific Saving Throws
Certain classes and subclasses gain proficiency in specific saving throws. Here’s an overview of these proficiencies:
Table: Class Saving Throw Proficiencies
Class | Proficient Saving Throws |
---|---|
Barbarian | Strength, Constitution |
Bard | Dexterity, Charisma |
Cleric | Wisdom, Charisma |
Druid | Wisdom, Intelligence |
Fighter | Strength, Constitution |
Monk | Strength, Dexterity |
Paladin | Wisdom, Charisma |
Ranger | Dexterity, Wisdom |
Rogue | Dexterity, Intelligence |
Sorcerer | Constitution, Charisma |
Warlock | Wisdom, Charisma |
Wizard | Intelligence, Wisdom |
In addition to these class-specific proficiencies, certain subclasses may also grant proficiency in specific saving throws. For example, the Champion Fighter subclass grants proficiency in Strength and Constitution saving throws, while the Four Elements Monk subclass grants proficiency in Dexterity and Intelligence saving throws.
When making a saving throw, a character adds their proficiency bonus to the die roll if they are proficient in that saving throw. This proficiency bonus increases as the character levels up.
Disadvantage and Advantage Considerations
When making a saving throw, you may have advantage or disadvantage. This can come from a variety of sources, such as your class features, spells, or equipment. Advantage means that you roll two d20s and take the higher result. Disadvantage means that you roll two d20s and take the lower result.
There are a few things to keep in mind when considering advantage or disadvantage on saving throws. First, advantage and disadvantage are both applied to the roll itself, not to the modifier. This means that if you have a +5 bonus to a saving throw, and you have advantage, you will still roll two d20s and take the higher result.
Second, advantage and disadvantage stack. This means that if you have both advantage and disadvantage on a saving throw, you will still roll two d20s, but you will take the average of the two results.
Finally, there are some cases where you can cancel out advantage or disadvantage. For example, if you have advantage on a saving throw and your opponent casts a spell that gives you disadvantage on the same saving throw, the two effects will cancel each other out.
Examples of Advantage and Disadvantage on Saving Throws
Here are some examples of how advantage and disadvantage can be applied to saving throws:
Advantage | Disadvantage |
---|---|
Bardic Inspiration | Bane |
Bless | Fear |
Flash of Insight | Help |
Lucky | Guidance |
Calculating the Final Saving Throw Result
The final saving throw result represents the outcome of the character’s attempt to resist the spell, ability, or other effect. It is determined by taking the following steps:
- Roll the Saving Throw Die: Roll the appropriate saving throw die (d20 for most saving throws) and add the character’s relevant ability modifier to the roll.
- Apply Modifiers: Apply any applicable modifiers, such as proficiency bonus, situational bonuses, or penalties.
- Compare to the DC: The total saving throw result is then compared to the Difficulty Class (DC) of the spell or effect. If the result meets or exceeds the DC, the character succeeds on the saving throw. If not, they fail.
- Critical Success / Failure: If the saving throw result is 20 or higher, the character scores a critical success. If the result is 1 or lower, the character scores a critical failure.
- Half Damage: If the character succeeds on a saving throw against a damaging spell or effect but the result is less than the DC, they take half damage from the effect.
- Automatic Success/Failure: Some spells or abilities may specify that the character automatically succeeds or fails on a saving throw if they meet certain conditions (e.g., a spell that targets a creature that is immune to its damage type).
- Special Effects: Some spells or abilities may have special effects that apply on certain saving throw results. For example, a spell that causes blindness may have a “no effect” result on a saving throw of 19 or higher.
Proficiency Bonus to Saving Throws
Saving Throw Proficiency
Class | Saving Throw Proficiencies |
---|---|
Barbarian | Strength, Constitution |
Bard | Dexterity, Charisma |
Cleric | Wisdom, Charisma |
Druid | Intelligence, Wisdom |
Fighter | Strength, Constitution |
Monk | Strength, Dexterity |
Paladin | Wisdom, Charisma |
Ranger | Strength, Dexterity |
Rogue | Dexterity, Intelligence |
Sorcerer | Constitution, Charisma |
Warlock | Wisdom, Charisma |
Wizard | Intelligence, Wisdom |
Key Stats and Associated Saving Throws
Every saving throw in Dungeons & Dragons 5th Edition (D&D 5e) is tied to a specific ability score, which is referred to as the “key stat” for that saving throw.
The following table breaks down the key stats and their corresponding saving throws:
Ability Score | Saving Throw |
---|---|
Strength | Strength saving throw |
Dexterity | Dexterity saving throw |
Constitution | Constitution saving throw |
Intelligence | Intelligence saving throw |
Wisdom | Wisdom saving throw |
Charisma | Charisma saving throw |
Modifying Saving Throws
There are several ways to modify saving throws in D&D 5e:
- Proficiency bonus: Characters who are proficient in a saving throw receive a bonus to their rolls.
- Magic items: Certain magic items can provide bonuses to saving throws.
- Feats: Some feats grant bonuses to specific saving throws.
- Class features: Some classes gain bonuses to saving throws as they level up.
- Racial traits: Some races have racial traits that provide bonuses to saving throws.
- Situational modifiers: The DM may apply situational modifiers to saving throws, such as if a character is in difficult terrain.
Advantage and Disadvantage
Characters can also have advantage or disadvantage on saving throws, which means they roll two dice and take the higher or lower result, respectively. Advantage and disadvantage can come from various sources, such as:
- The Help action
- Flanking a creature
- Being under the effects of certain spells or abilities
Bonuses and Penalties to Saving Throws
Saving throws are essential in D&D 5e for characters to resist harmful effects and succeed in challenging situations. To determine the final saving throw result, you must calculate and apply any relevant bonuses or penalties.
Ability Modifier
The primary determinant of a saving throw is the corresponding ability modifier. Each ability score contributes a bonus of +0 (if the score is 10), +1 (11-12), +2 (13-14), +3 (15-16), +4 (17-18), +5 (19-20), or +6 (21-22).
Proficiency Bonus
If the character is proficient in the saving throw, they add their proficiency bonus. This bonus starts at +2 for 1st-4th level characters, reaching +6 for 17th-20th level characters.
Other Bonuses
Various spells, magic items, class features, and other effects can grant bonuses to saving throws. These bonuses stack unless they’re of the same type (e.g., two bonuses from spells of the same level).
Other Penalties
Similar to bonuses, penalties can be applied to saving throws from conditions, spells, or other effects. The most common penalty is disadvantage, which causes the d20 to be rolled twice and the lower result taken. Other penalties include automatic failure and a numerical reduction to the saving throw result.
Table: Common Saving Throw Penalties
Penalty | Effect |
---|---|
Disadvantage | Roll the d20 twice, take the lower result |
Automatic Failure | No d20 roll is made, the character automatically fails the saving throw |
-1 to -5 | Subtract the penalty value from the saving throw result |
Ability Saving Throws
Each ability score corresponds to a saving throw: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
To make an ability saving throw,
1. Roll a d20.
2. Add the appropriate ability modifier to the roll.
3. Compare the result to the DC set by the DM or monster.
Special Considerations for Certain Circumstances
Advantage or Disadvantage
Certain circumstances can grant advantage or disadvantage on a saving throw, such as being restrained (disadvantage) or having a protective spell cast on you (advantage).
Cover
If you have cover from the source of an effect, you have a +2 bonus to saving throws against that effect.
Evasion
Rogues have an ability called Evasion, which allows them to automatically succeed on Dexterity saving throws against effects that deal half damage on a successful save.
Legendary Resistance
Some powerful monsters can use Legendary Resistance to automatically succeed on a saving throw. They have a limited number of these resistances per day.
Magic Items
Certain magic items, such as the Cloak of Protection, can provide bonuses to saving throws.
Proficiency
Proficiency in a saving throw is uncommon but can be granted by certain classes, feats, or backgrounds. It provides a +2 bonus to the save.
Limited Immunities
Some monsters have limited immunities to certain damage types, which can affect their saving throws against those types.
Resistance
Resistance to a damage type reduces the damage taken from that type, which can indirectly affect saving throws against effects that deal that damage type.
Vulnerability
Vulnerability to a damage type increases the damage taken from that type, which can indirectly affect saving throws against effects that deal that damage type.
Condition | Bonus | |
---|---|---|
1 | Advantage | +5 |
2 | Disadvantage | -5 |
3 | Evasion (Dexterity) | Automatic success |
4 | Legendary Resistance | Automatic success |
5 | Magic Item Bonus | Varies by item |
How to Determine Saving Throws in D&D 5e
Saving throws are a fundamental part of Dungeons & Dragons 5e, representing a character’s ability to resist certain effects. They are used to determine the outcome of abilities such as spells, traps, and environmental hazards.
There are six different types of saving throws in 5e: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each saving throw is associated with a particular ability score and reflects the character’s proficiency in a specific area.
To determine a saving throw, the player rolls a d20 and adds the relevant ability score modifier. If the result is 10 or higher, the saving throw is successful. If the result is 9 or lower, the saving throw fails.
Saving throws are often modified by spells, abilities, or other effects. For example, the Bless spell grants a +1 bonus to all saving throws, while the Bane spell imposes a -1 penalty. These modifiers are applied to the die roll before adding the ability score modifier.
People Also Ask About How to Determine Saving Throws in D&D 5e
What is the difference between a saving throw and an ability check?
Saving throws are used to determine whether a character can resist the effects of certain spells, abilities, or environmental hazards. Ability checks are used to determine whether a character can perform a specific task or achieve a certain outcome.
What are the modifiers for saving throws?
The modifiers for saving throws are based on the character’s ability scores. For example, a character with a Strength score of 16 would have a +3 bonus to Strength saving throws.
Can I roll with advantage or disadvantage on saving throws?
Yes, it is possible to roll with advantage or disadvantage on saving throws. This can be caused by spells, abilities, or other effects.