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Saving throws: Difference between revisions

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(Added small paragraph about nat 1s / 20s)
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The same class ability modifiers apply when casting a spell from a [[Scrolls|scroll]], even when the spell being cast is not normally available to the caster's class. For instance, a [[Cleric|cleric]] casting {{SAI|Shatter}} from a scroll (a spell not normally available to clerics) adds its Wisdom modifier to the saving throw DC.
The same class ability modifiers apply when casting a spell from a [[Scrolls|scroll]], even when the spell being cast is not normally available to the caster's class. For instance, a [[Cleric|cleric]] casting {{SAI|Shatter}} from a scroll (a spell not normally available to clerics) adds its Wisdom modifier to the saving throw DC.
Certain [[List of Equipment that Affect Spell DC|equipment]] worn by the caster can also affect their Spell DCs.


=== Weapon actions ===
=== Weapon actions ===

Revision as of 02:48, 9 January 2024

Saving throws are automatic dice rolls representing a creature’s attempt to “save” themselves from harm. They are provoked by spells, the hostile actions (other than attacks) of other creatures, or hazards like traps and surfaces. Saves are always associated with a specific ability and are always rolled against a target Difficulty Class (DC), both determined by the triggering effect. When successful, they reduce or prevent harmful effects.

Overview

All harmful effects that provoke a saving throw have an associated target number – a Difficulty Class (DC) – and an ability associated with its allowed save – referred to using terms like Strength saving throw or Dexterity save.

When attempting a saving throw, a creature rolls a d20 and adds the save's associated ability score modifier to the result. If they are proficient in saves using that ability, they add their proficiency bonus as well. If the creature is under an effect of a buff or a debuff[note 1], that effect's modifier is being added to the formula.

Formula = D20.png d20 + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)

The result is then compared against the effect's DC, and is considered a success if it equals or exceeds that number.

Unlike attacks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled.

While the outcome of an attempted saving throw is always binary – it is either a success or a failure – the exact outcome of a successful save depends on the effect in question. Often, the damage or conditions inflicted by the associated effect will be reduced in severity, or sometimes ignored entirely.

Death saving throws

Main article: Death Saving Throw

Death saving throws are a special type of saving throw made by playable characters and companions after they have been Downed Downed. Three successful saves will let a creature stabilise, no longer needing to make saves, and three failures will lead to the creature becoming Dead Dead.

Difficulty Class

Main article: Difficulty Class

An effect's Difficulty Class depends on where it originates from, and is typically intended to be reflective of how difficult the effect is to resist.

Spells

See also: Spellcasting

Spell save DCs are calculated via the following formula:

DC = 8 + Proficiency bonus + Spellcasting ability modifier

The same class ability modifiers apply when casting a spell from a scroll, even when the spell being cast is not normally available to the caster's class. For instance, a cleric casting Shatter Shatter from a scroll (a spell not normally available to clerics) adds its Wisdom modifier to the saving throw DC.

Certain equipment worn by the caster can also affect their Spell DCs.

Weapon actions

When a creature uses a weapon action that forces another to make a save, the DC is determined using the following formula:

DC = 10 + Strength or Dexterity + Inherent weapon action bonus DC

Other effects

In the case of threats that don't originate from a spell caster, such as a trap or a poisonous apple, the game sets the DC based on how serious the threat is intended to be. For example, a rather ineffective trap could have a DC of just 5, whereas an effective trap could have a DC of 15. A slightly spoiled tart could impose a Constitution save of DC 5, whereas a potent venom from a snake could impose a DC 15 Constitution save on the victim.

Footnotes