5 Easy Steps to Calculate Spell Save DC

Step-by-step guide to finding Spell Save DC
$title$

Are you a Dungeon Master who’s always fumbling around with your notes, trying to find the right spell save DC for your monsters? Or are you a player who’s constantly having to ask your DM what the save DC is for that spell? Well, no more! In this article, we’ll walk you through the simple steps on how to find spell save DC so that you can quickly and easily determine the difficulty of any spell.

First, you’ll need to know the spellcaster’s spellcasting ability modifier. This is the ability score that the spellcaster uses to cast their spells, and it will determine the base DC for their spells. For example, if a spellcaster has a Wisdom of 16, their spellcasting ability modifier would be +3.

Next, you’ll need to add the spellcaster’s proficiency bonus to their spellcasting ability modifier. The proficiency bonus is a number that represents the spellcaster’s level of expertise in spellcasting, and it increases as the spellcaster levels up. For example, a 5th-level spellcaster would have a proficiency bonus of +3.

Finally, you’ll need to add the spell’s save DC modifier to the spellcaster’s spellcasting ability modifier and proficiency bonus. The save DC modifier is a number that is specific to each spell, and it can be found in the spell’s description. For example, the spell “Fireball” has a save DC modifier of 8.

Character Level

The character level is the most important factor in determining the spell save DC. The higher the character level, the higher the spell save DC. This is because higher-level characters are more experienced and have access to more powerful spells.

The following table shows the spell save DC for different character levels.

Character Level Spell Save DC
1 8 + proficiency bonus
2 9 + proficiency bonus
3 10 + proficiency bonus
4 11 + proficiency bonus
5 12 + proficiency bonus
6 13 + proficiency bonus
7 14 + proficiency bonus
8 15 + proficiency bonus
9 16 + proficiency bonus
10 17 + proficiency bonus
11 18 + proficiency bonus
12 19 + proficiency bonus
13 20 + proficiency bonus
14 21 + proficiency bonus
15 22 + proficiency bonus
16 23 + proficiency bonus
17 24 + proficiency bonus
18 25 + proficiency bonus
19 26 + proficiency bonus
20 27 + proficiency bonus

The proficiency bonus is a bonus that characters gain as they level up. The proficiency bonus is added to all ability checks, saving throws, and attack rolls.

For example, a 5th-level character with a +3 proficiency bonus would have a spell save DC of 12 + 3 = 15.

Proficiency Bonus

Proficiency bonus is a number that represents your character’s general level of competence. It is added to all ability checks and saving throws that your character makes. The proficiency bonus is determined by your character’s level. The table below shows the proficiency bonus for each level:

Level Proficiency Bonus
1-4 +2
5-8 +3
9-12 +4
13-16 +5
17-20 +6

Your proficiency bonus is also used to determine the DC of your spell saves. The DC of a spell save is 8 + your proficiency bonus + your spellcasting ability modifier. For example, if you are a 5th-level wizard with a +3 Intelligence modifier, the DC of your spell saves would be 8 + 3 + 3 = 14.

Proficiency bonus helps your character get better at the things they do most often. The more often your character makes a particular ability check or saving throw, the higher their proficiency bonus will be. This means that they will be more likely to succeed on those checks and saves.

Casting Ability Modifier

The casting ability modifier is a bonus to spell save DCs that is determined by the ability score that you use to cast spells. The ability score you use to cast spells is determined by the class you are playing. For example, wizards use Intelligence to cast spells, while clerics use Wisdom. The casting ability modifier is added to the base spell save DC, which is 8 + the spell’s level. For example, a wizard casting a 1st-level spell would have a spell save DC of 8 + 1 + 2 (Intelligence modifier) = 11.

The casting ability modifier is also used to determine the bonus to spell attack rolls. The bonus to spell attack rolls is equal to the casting ability modifier plus the spell’s level. For example, a wizard casting a 1st-level spell would have a spell attack bonus of 2 + 1 = 3.

Calculating the Casting Ability Modifier

The casting ability modifier is calculated by taking the ability score that you use to cast spells and subtracting 10 from it. The result is the casting ability modifier. For example, a wizard with an Intelligence score of 16 would have a casting ability modifier of +3.

Class Casting Ability
Bard Charisma
Cleric Wisdom
Druid Wisdom
Paladin Charisma
Ranger Dexterity or Wisdom
Sorcerer Charisma
Warlock Charisma
Wizard Intelligence

Spell Save DC Calculation

The spell save DC is a number that represents the difficulty of resisting a spell’s effects. The higher the spell save DC, the harder it is to resist the spell. A spell’s save DC is determined by the following factors:

  • The spell’s level
  • The caster’s ability modifier
  • Any bonuses or penalties from feats, magic items, or other sources

To calculate a spell’s save DC, use the following formula:

“`
Spell save DC = 8 + spell level + ability modifier + bonuses/penalties
“`

Ability Modifier

The ability modifier is the bonus or penalty that is added to the spell save DC based on the caster’s ability score in the ability that the spell is based on. For example, if a wizard casts a spell that uses Intelligence, the ability modifier would be the wizard’s Intelligence modifier. The ability modifiers are as follows:

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

Negative Roll Adjustments

Negative roll adjustments can come from several sources, including disadvantage, cover, and penalties. Disadvantage on a saving throw means you roll with two dice and take the lower result. This can significantly decrease your chances of succeeding, especially when the spell’s DC is high.

Cover

Cover provides a penalty to saving throws against ranged attacks. The amount of the penalty depends on the cover’s type. Half cover provides a +2 bonus to AC and a +2 penalty to saving throws, while three-quarters cover provides a +5 bonus to AC and a +5 penalty to saves.

Penalties

Various effects can impose penalties to saving throws. For example, the poisoned condition grants disadvantage on saving throws against effects that involve strength or dexterity, while the paralyzed condition grants disadvantage on all saving throws.

Positive Roll Adjustments

There are several modifiers that can be added to the DC of a saving throw. These include:

Proficiency Bonus

Proficiency bonus is added to saving throws using skills in which the character is proficient.

Ability Score Bonus

Ability score bonus is added to saving throws using ability scores in which the character is proficient.

Spellcasting Modifier

Spellcasting modifier is added to saving throws targeting the spellcaster.

Item Bonuses

Certain magic items can grant bonuses to saving throws.

Feat Bonuses

Some feats can grant bonuses to saving throws.

Other Bonuses

Other abilities or effects may grant bonuses to saving throws, such as class features or subclasses.

Example

A character with a Wisdom of 16 (+3) is making a saving throw against a spell that targets their Wisdom. They are proficient in the Wisdom saving throw and have the Resilient feat, which grants them proficiency in Wisdom saving throws. The character’s proficiency bonus is +2. The total DC of the saving throw would be 10 + 3 (Wisdom bonus) + 2 (proficiency bonus) + 1 (Resilient bonus) = 16.

Penalty Source Penalty
Disadvantage Roll two dice, take the lower result
Half cover (ranged attacks) +2 to AC, +2 to saves
Three-quarters cover (ranged attacks) +5 to AC, +5 to saves
Poisoned (strength or dexterity) Disadvantage
Paralyzed Disadvantage on all saves
Modifier Value
Base DC 10
Wisdom bonus +3
Proficiency bonus +2
Resilient bonus +1
Total DC 16

Concentration Checks

Concentration checks are used to determine if a spellcaster can maintain concentration on a spell. These checks are made when the spellcaster is subjected to damage, makes a concentration check, or is otherwise distracted from the spell. The DC for a concentration check is equal to 10 + half the spellcaster’s level + the level of the spell. If the spellcaster fails the check, the spell is lost.

Factors that Affect Concentration Checks

Several factors can affect a spellcaster’s concentration checks, including:

  • Damage: The amount of damage the spellcaster takes can reduce their ability to concentrate. A spellcaster who takes damage equal to or greater than their Constitution score must make a concentration check.
  • Concentration Checks: The spellcaster can choose to make a concentration check whenever they are distracted from the spell. The DC for this check is equal to 10 + half the spellcaster’s level.
  • Other Distractions: The spellcaster can be distracted by other events, such as being attacked or being forced to make a saving throw. The DM can rule that the spellcaster must make a concentration check in these situations.

Tips for Maintaining Concentration

There are several things a spellcaster can do to maintain concentration on a spell, including:

  • Focus: The spellcaster should focus on the spell and avoid distractions. They can do this by closing their eyes, taking deep breaths, or using a mantra.
  • Use Resilient Spells: Some spells, such as the “Resilient Sphere” spell, provide a bonus to concentration checks. These spells can be helpful in situations where the spellcaster is likely to be distracted.
  • Use Abilities that Improve Concentration: Certain abilities, such as the “War Caster” feat, can improve a spellcaster’s ability to concentrate. These abilities can be helpful in situations where the spellcaster is likely to be damaged or distracted.

Magical Item Enhancements

Magical items can enhance a character’s spell save DC. The following table shows the enhancement bonus for each type of item:

Item type Enhancement bonus
Wand +1
Staff +2
Rod +3
Scroll +4
Potion +5
Ring +6
Amulet +7
Cloak +8

The enhancement bonus is added to the character’s spell save DC.

Feats and Class Features

Certain feats and class features can modify your spell save DC. Here are a few examples:

  • The Fey Touched feat grants you a bonus to spell save DC for spells from the school you chose.
  • The Resilient: Wisdom feat grants you a bonus to spell save DC for Wisdom-based saves.
  • The War Caster feat grants you advantage on spell save DCs against creatures within 5 feet of you.
  • The Paladin’s Aura of Protection grants a bonus to spell save DCs for all allies within range.
  • The Sorcerer’s Empowered Spell Metamagic increases the spell save DC of a spell by 2.
  • The Wizard’s School of Evocation’s Potent Cantrip feature increases the spell save DC of your cantrips by 2.
  • The Warlock’s Eldritch Mind Invocation increases your spell save DC by 2.
  • The Bard’s Song of Rest feature grants a bonus to spell save DCs for allies within range.
  • The Cleric’s Blessed Healer feature grants a bonus to spell save DCs for healing spells.

    War Caster Feat

    The War Caster feat is a great option for characters who want to maintain concentration on spells while in combat. It grants advantage on spell save DCs against creatures within 5 feet of you, which can be very helpful against melee attackers.

    Feat Effect
    War Caster Advantage on spell save DCs against creatures within 5 feet of you

    In addition to feats and class features, there are also several magic items that can modify your spell save DC. For example, the Amulet of the Devout grants a bonus to spell save DC for spells from the school of your choice.

    Situational Penalties or Advantages

    Certain situations may warrant additional penalties or advantages to the spell save DC. **Cover and concealment** play a vital role when casting spells that require line of sight or unobstructed paths. Additionally, **environmental effects** such as darkness, extreme weather, or difficult terrain can influence the spell’s effectiveness.

    **Table: Situational Penalties or Advantages to Spell Save DC**

    Situation Penalty or Advantage
    Cover (half) +2 to save DC
    Cover (three-quarters) +5 to save DC
    Total cover Automatic failure
    Darkness or dim light +2 to save DC
    Extreme weather (e.g., hurricane, blizzard) +5 to save DC
    Difficult terrain +2 to save DC
    Advantage on saving throw -5 to save DC
    Disadvantage on saving throw +5 to save DC

    How To Find Spell Save DC

    To find the spell save DC of a spellcaster, you need to know the following information:

    • The spellcaster’s ability score modifier for the ability used to cast the spell
    • The spell’s level
    • Any additional bonuses or penalties that apply to the spell save DC

    Once you have this information, you can use the following formula to calculate the spell save DC:

    “`
    Spell save DC = 8 + ability score modifier + proficiency bonus + spell level + any additional bonuses or penalties
    “`

    For example, a level 5 wizard with a Dexterity score of 16 would have a spell save DC of 13 for spells that they cast using Dexterity.

    People Also Ask About How To Find Spell Save DC

    What is a spell save DC?

    A spell save DC is a number that represents the difficulty of resisting a spell’s effects. The higher the spell save DC, the harder it is to resist the spell’s effects.

    How do I calculate my spell save DC?

    To calculate your spell save DC, you need to know your ability score modifier for the ability used to cast the spell, the spell’s level, and any additional bonuses or penalties that apply to the spell save DC.

    What are some additional bonuses or penalties that can apply to spell save DCs?

    Some spells have additional bonuses or penalties that can apply to their spell save DCs. For example, the spell bless gives the target a bonus to their saving throws, while the spell bane gives the target a penalty to their saving throws.