5 Essential Steps to Determine Saving Throws in Dungeons & Dragons 5e

Saving throws in Dungeons & Dragons 5e

In the realm of Dungeons & Dragons 5th Edition (D&D 5e), characters face an array of challenges that test their mettle. Amidst these trials, saving throws emerge as crucial moments where fate hangs in the balance. These rolls determine the success or failure of actions that can significantly impact a character’s well-being, from resisting a dragon’s fiery breath to evading an ancient curse. Understanding how to calculate saving throws is an essential aspect of mastering D&D 5e.

Determining saving throws in D&D 5e involves a combination of character abilities and the type of challenge being faced. Each character possesses six saving throw abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These abilities represent the character’s innate prowess in various aspects, such as physical prowess, agility, resilience, mental acuity, perceptiveness, and charisma. When faced with a challenge that targets a specific ability, the character rolls a twenty-sided die (d20) and adds their modifier for that ability.

In addition to the character’s ability modifier, saving throws can be influenced by a variety of factors. Proficiency bonuses, which represent specialized training or expertise in a particular skill or area, can enhance the character’s saving throw rolls. Furthermore, certain spells, magic items, and class features can grant advantage or disadvantage on specific saving throws, improving or hindering the character’s chances of success. Understanding these modifiers and how they interact with the character’s abilities is crucial for effectively navigating the challenges of D&D 5e.

Identifying the Saving Throw Type

In Dungeons & Dragons 5e, there are three basic types of saving throws: ability checks, ability saves, and skill checks. Each type of saving throw is used in different situations, and it’s important to be able to identify which type is being called for.

**Ability checks** are used to determine whether a character succeeds at a task that is not related to combat. For example, an ability check might be used to determine whether a character can climb a wall, persuade a guard, or open a locked door. Ability checks are made by rolling a d20 and adding the appropriate ability modifier. The DC for an ability check is determined by the difficulty of the task.

**Ability saves** are used to determine whether a character resists the effects of a spell, ability, or other harmful effect. For example, an ability save might be used to resist being paralyzed by a spell, taking damage from a poison, or falling unconscious from a blow to the head. Ability saves are made by rolling a d20 and adding the appropriate ability modifier. The DC for an ability save is determined by the power of the effect.

**Skill checks** are used to determine whether a character succeeds at a task that is related to their skills. For example, a skill check might be used to determine whether a character can pick a lock, track a creature, or perform a healing spell. Skill checks are made by rolling a d20 and adding the appropriate skill modifier. The DC for a skill check is determined by the difficulty of the task.

Determining Ability Scores for Saving Throws

The ability score used for a saving throw depends on the type of effect or hazard being resisted. The following table lists the most common types of saving throws and their associated ability scores:

Saving Throw Ability Score
Strength Strength
Dexterity Dexterity
Constitution Constitution
Intelligence Intelligence
Wisdom Wisdom
Charisma Charisma

In addition to the base ability score, certain modifiers may also affect a saving throw. For example, some feats or magic items can provide a bonus to a specific type of saving throw. The total saving throw bonus is calculated by adding the base ability score modifier, any applicable skill bonuses, and any other modifiers that may apply.

Saving throws are an important part of combat and other encounters in Dungeons & Dragons. By understanding how to determine saving throws, you can better protect your characters from the dangers of the game world.

Proficiency and Proficiency Bonuses

Proficiency measures your character’s expertise in a particular skill, tool, or weapon. When you make an ability check using a proficiency, you add your proficiency bonus to the roll. Your proficiency bonus is determined by your character’s level.

Calculating Proficiency Bonus

The table below shows the proficiency bonus for each character level:

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

For instance, if your character is a 6th-level fighter, your proficiency bonus would be +3. You would add this bonus to any ability checks you make using a skill, tool, or weapon that you are proficient in.

Multiple Saving Throws

When a character must make multiple saving throws against the same effect, such as multiple charm person spells, the character makes a separate saving throw for each effect. A successful saving throw negates the effect of that particular instance of the spell or effect, but other instances continue to affect the character.

For example, if a character is targeted by two charm person spells, the character makes a saving throw against each spell. If the character succeeds on one saving throw, the effect of the spell that the character successfully saved against is negated. However, the other spell’s effect continues to affect the character.

Special Cases

There are a few special cases where a character can make multiple saving throws against the same effect.

First, if a character has advantage or disadvantage on a saving throw, the character makes two saving throws instead of one. The character has advantage or disadvantage on both saving throws.

Second, if a character is targeted by an area of effect spell, the character makes a separate saving throw for each area of effect that the character is in. For example, if a character is caught in a fireball spell, the character makes a saving throw against the spell for each square that the character is in that is affected by the spell.

Third, if a character is targeted by a spell that has multiple effects, the character makes a separate saving throw for each effect of the spell. For example, if a character is targeted by a spell that deals damage and also stuns the character, the character makes a saving throw against the damage and a saving throw against the stun effect.

Table: Multiple Saving Throws

Effect Saving Throws
Single instance of a spell or effect One saving throw
Multiple instances of the same spell or effect Separate saving throw for each instance
Advantage or disadvantage Two saving throws with advantage or disadvantage on both
Area of effect spell Separate saving throw for each area of effect
Spell with multiple effects Separate saving throw for each effect

Advantage and Disadvantage on Saving Throws

Similar to ability checks, characters can have advantage or disadvantage on saving throws. Advantage means the character rolls two dice and takes the higher of the two, while disadvantage means they roll two dice and take the lower of the two.

There are several ways a character can gain advantage or disadvantage on a saving throw. Some spells and abilities grant advantage or disadvantage on specific types of saving throws, such as the spell Bless, which grants advantage on saving throws against being charmed or frightened.

Certain conditions can also impose advantage or disadvantage on saving throws. For example, the poisoned condition imposes disadvantage on saving throws against being poisoned, while the prone condition imposes disadvantage on Dexterity saving throws.

Determining Advantage and Disadvantage

When determining if a character has advantage or disadvantage on a saving throw, the following rules apply:

  • If the character has both advantage and disadvantage on a saving throw, the effects cancel each other out and the character rolls normally.
  • If the character has multiple sources of advantage or disadvantage on a saving throw, the effects stack. For example, if a character has advantage on a saving throw against being poisoned and disadvantage on a saving throw against being poisoned, they would roll two dice and take the higher of the two, then roll two dice and take the lower of the two.
  • The DM can also grant advantage or disadvantage on saving throws as they see fit. For example, the DM might grant advantage to a character who is trying to save against a spell that they are particularly vulnerable to.

Cover and Evasion Effects

Cover and evasion effects can provide various bonuses to saving throws, further complicating the already complex nature of determining saving throw modifiers. These effects can be broken down into two categories: half cover, three-quarters cover, and total cover, as well as effects that grant advantage or disadvantage on saving throws.

Half Cover

Half cover grants a +2 bonus to AC and saving throws against attacks that have disadvantage on the attack roll due to half cover.

Three-Quarters Cover

Three-quarters cover grants a +5 bonus to AC and saving throws against attacks that have disadvantage on the attack roll due to three-quarters cover.

Total Cover

Total cover grants a +5 bonus to AC and saving throws against attacks that have disadvantage on the attack roll due to total cover. Additionally, total cover prevents the target from being targeted by attacks, spells, or other effects that require a clear line of sight.

Advantage and Disadvantage

Advantage on a saving throw grants the creature a +5 bonus to the saving throw. Disadvantage on a saving throw grants the creature a -5 penalty to the saving throw.

These effects can stack with each other, providing creatures with significant bonuses to saving throws. For example, a creature with total cover and advantage on a saving throw would have a +10 bonus to the saving throw.

Cover Type AC Bonus Saving Throw Bonus
Half Cover +2 +2
Three-Quarters Cover +5 +5
Total Cover +5 (and immunity to attacks requiring line of sight) +5
Advantage +5
Disadvantage -5

Ability Check vs. Saving Throws:

Key Differences:
– Ability checks represent the character’s skill or training.
– Saving throws represent the character’s resilience against unexpected effects.

Rare and Unique Saving Throw Situations:

Certain situations require unique saving throws:

Spellcasting and Concentration Checks:

Constitution saving throw: Maintain concentration on a spell.

Death Saving Throws:

Constitution saving throw: Stay conscious while dying.

Paralysis, Petrification, or Stun:

Constitution saving throw: End or avoid the effect.

Charm or Fear:

Wisdom saving throw: Resist mind-altering effects.

Dispel Magic

Charisma saving throw: Resist the removal of spells.

Counterspell Reactions:

Ability check vs. spellcasting ability: Interfere with or nullify spellcasting.

Environmental Hazards:

Dexterity saving throw: Avoid traps or hazardous terrain.

Mind Control or Persuasion:

Intelligence saving throw: Resist mental manipulation.

Saving Throw Modifiers

Saving throws rely on ability modifiers, which are determined by the ability scores of the character. Each ability score has a corresponding modifier, calculated as the following:

Modifier = (Ability score – 10) / 2

For example, a character with a Strength score of 16 would have a Strength modifier of +3. This modifier is then added to the d20 roll for the saving throw.

The following table summarizes the ability modifiers corresponding to various ability scores:

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

It is important to note that saving throws are influenced by both the character’s ability modifiers and situational factors, such as spells, special abilities, and environmental effects.

Strategies for Building Character Saving Throws

10. **Feats:** Certain feats grant bonuses to specific saving throws. For instance, the Resilient feat provides proficiency in a saving throw of your choice, while the War Caster feat grants advantage on Constitution saving throws to maintain concentration.

Here’s a table summarizing the feats that enhance saving throws:

Feat Benefit
Resilient Proficiency in a saving throw of your choice
War Caster Advantage on Constitution saving throws to maintain concentration
Lucky Reroll a failed saving throw once per day
Alert +5 bonus to initiative, which can help you avoid being targeted by certain saving throw spells

How To Determine Saving Throws Dnd 5e

Saving throws are a vital part of Dungeons & Dragons 5e, as they allow characters to resist the effects of spells, traps, and other hazards. There are six saving throws in total: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

To determine a saving throw, you first need to consult the character’s ability modifier for the relevant ability. For example, to determine a Strength saving throw, you would consult the character’s Strength modifier.

Once you have the ability modifier, you add it to the d20 roll. The result is the character’s saving throw result.

People Also Ask

How do you calculate a saving throw bonus?

To calculate a saving throw bonus, you add your ability modifier to your proficiency bonus (if you are proficient in the saving throw).

What is the difference between a saving throw and an ability check?

A saving throw is a roll made to resist the effects of a spell, trap, or other hazard. An ability check is a roll made to determine the outcome of a task or action that is not opposed by another creature or force.

What are the six saving throws in D&D 5e?

The six saving throws in D&D 5e are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

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