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{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[dice rolls]].''}}
{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[dice rolls]].''}}
'''Saving throws''' are automatic dice rolls made to '''save''' against certain harmful effects, such as spells, actions or surfaces.
'''Saving throws''' are automatic dice rolls made to '''save''' against certain harmful effects, such as spells, actions or surfaces. Saves are always associated with a specific [[Ability score|ability]], and are always rolled against a target [[Difficulty Class]] (DC), and when successful will reduce or prevent harmful effects.


All harmful effects that can be saved against have an associated target number – a [[Difficulty Class]] (DC) – and an [[Ability score|ability]] associated with its allowed save – referred to using terms such as ''Strength save'' or ''Dexterity save''.
== Overview ==
All harmful effects that can be saved against have an associated target number – a Difficulty Class (DC) – and an ability associated with its allowed save – referred to using terms such as ''Strength save'' 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 [[Proficiency|proficient]] in saves using that ability, they add their proficiency bonus as well.
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 [[Proficiency|proficient]] in saves using that ability, they add their proficiency bonus as well.
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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.
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.


== Modifiers ==
=== Death saving throws ===
Saving throws are affected by the ability score modifier of the ability that they are tied to. In addition to that, being proficient in a type of saving throw allows the creature to add its proficiency bonus to the roll.
{{hatnote|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 {{cond|Downed}}. Three successful saves will let a creature stabilise, no longer needing to make saves, and three failures will lead to the creature becoming {{cond|Dead}}.
Saving throws can also be affected by [[advantage]] or [[disadvantage]].  For example, [[Elf|Elves]] have advantage on saving throws against being {{cond|Charmed}}. As another example, the {{cond|Bleeding}} condition incurs disadvantage on Constitution saves.
 
Some [[spells]] can also affect a saving throw, such as {{sai|Bane_(Spell)|Bane}}, {{sai|Bless}}, {{sai|Resistance_(Cantrip)|Resistance}}, etc.
 
{{h3|Ability score modifier}}
''Main page: [[Ability score modifier]]''
 
Below is the ability score modifier table based on the value of the ability score being used for the save:
 
{{AbilityScoreModifierTable}}
 
{{h3|Proficiency bonus}}
''Main page: [[Proficiency bonus]] (See also: [[Proficiency]])''
 
As explained above, a creature needs [[proficiency]] in the corresponding type of saving throw for its proficiency bonus to apply. Each [[class]] provides proficiency in two types of saving throws:
 
<center>{{ClassSavingThrowsTable}}</center>
 
Below is the table of proficiency bonus values, by level of the creature making the save:
 
{{ProficiencyBonusTable}}


== The Difficulty Class of saving throws ==
== Difficulty Class ==
{{hatnote|Main article: [[Difficulty Class]].}}
An effect's Difficulty Class depends on its cause.


=== Weapon actions ===
If a creature uses a [[Weapon actions|weapon action]] that forces another to make a save, the Difficulty Class (DC) is determined according to the properties of the '''weapon action''' and the '''attacker''', using the following formula:
If a creature uses a [[Weapon actions|weapon action]] that forces another to make a save, the Difficulty Class (DC) is determined according to the properties of the '''weapon action''' and the '''attacker''', using the following formula:


<center>DC = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</center>
<center>DC = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</center>


If a creature casts a [[Spells|spell]] that forces another to make a save, the DC is determined according to the properties of the '''spell caster''', using the following formula:
=== Spells ===
{{hatnote|See also: [[Spells#Spellcasters|Spellcasting]].}}
If a creature casts a spell that can be saved against the DC is determined via the following formula:


<center>DC = {{InfoBlob|8 + [[Proficiency|Proficiency bonus]] + Spellcasting ability modifier}}</center>
<center>DC = {{InfoBlob|8 + [[Proficiency|Proficiency bonus]] + Spellcasting ability modifier}}</center>


The [[ability score]] used to determine the spellcasting ability modifier depends on the class of the caster, and is the same as the one used for the [[attack roll]]:
The ability used to determine the spellcasting ability modifier depends on the class of the caster:


<center>{{ClassSpellcastingAbilityTable}}</center>
<center>{{ClassSpellcastingAbilityTable}}</center>


In Baldur's Gate 3, 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 your class. For instance, a [[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 your 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 proficiency needed to gain the spellcasting proficiency bonus is [[Spells#Spellcasters|Spellcasting]]. All creatures capable of casting spells through their class, subclass, or feats have this proficiency. If a creature that can't normally cast spells uses a scroll or other item to cast one, it will receive its proficiency bonus based on the attack roll or saving throw DC of that spell.
 
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 supposed to be. For example, a rather ineffective trap could have a DC of just 5, whereas a very powerful one 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.


== Effects of a successful saving throw ==
The proficiency needed to gain the spellcasting proficiency bonus is spellcasting. All creatures capable of casting spells through their [[Class|class]] or class features (including [[Feat|feats]]) have proficiency. If a creature that can't normally cast spells uses a scroll or other item to cast one, it will receive its proficiency bonus based on the attack roll or saving throw DC of that spell.


Making a successful saving throw could mean avoiding negative effects entirely, or it could merely mean reducing the damage taken, usually by half. Depending on the threat, there could also be other rules that determine what happens on a failed or successful save.
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 supposed to be. For example, a rather ineffective trap could have a DC of just 5, whereas a very powerful one 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


== Death saving throws ==
== Features that affect saves ==
{{hatnote|Main article: [[Death Saving Throw]]}}
Some class features, racial features and conditions affect saving throws:
Death saving throws are a special type of saving throw made by playable characters and companions after they have been {{cond|Downed}}. Three successful saves will let a creature stabilise, no longer needing to make saves, and three failures will lead to the creature becoming {{cond|Dead}}.
* [[Elf|Elves]] have [[Advantage|advantage]] on saving throws against being {{cond|Charmed}}
* {{cond|Bleeding}} condition incurs disadvantage on Constitution saves.
* {{sai|Bane_(Spell)|Bane}}
* {{sai|Bless}}
* {{sai|Resistance_(Cantrip)|Resistance}}.


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[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]

Revision as of 19:13, 5 December 2023

Saving throws are automatic dice rolls made to save against certain harmful effects, such as spells, actions or surfaces. Saves are always associated with a specific ability, and are always rolled against a target Difficulty Class (DC), and when successful will reduce or prevent harmful effects.

Overview

All harmful effects that can be saved against have an associated target number – a Difficulty Class (DC) – and an ability associated with its allowed save – referred to using terms such as Strength save 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.

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

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

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 its cause.

Weapon actions

If a creature uses a weapon action that forces another to make a save, the Difficulty Class (DC) is determined according to the properties of the weapon action and the attacker, using the following formula:

DC = 10 + Strength or Dexterity + Inherent Weapon Action Bonus DC

Spells

See also: Spellcasting.

If a creature casts a spell that can be saved against the DC is determined via the following formula:

DC = 8 + Proficiency bonus + Spellcasting ability modifier

The ability used to determine the spellcasting ability modifier depends on the class of the caster:

Classes sorted by which Ability Score they use for Spellcasting
Intelligence Intelligence Wisdom Wisdom Charisma Charisma

Wizard Wizard
Arcane Trickster Arcane Trickster
Eldritch Knight Eldritch Knight

Cleric Cleric
Druid Druid
Ranger Ranger

Bard Bard
Paladin Paladin
Sorcerer Sorcerer
Warlock Warlock
Barbarian Barbarian (Scrolls only)

The same class ability modifiers apply when casting a spell from a scroll, even when the spell being cast is not normally available to your 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.

The proficiency needed to gain the spellcasting proficiency bonus is spellcasting. All creatures capable of casting spells through their class or class features (including feats) have proficiency. If a creature that can't normally cast spells uses a scroll or other item to cast one, it will receive its proficiency bonus based on the attack roll or saving throw DC of that spell.

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 supposed to be. For example, a rather ineffective trap could have a DC of just 5, whereas a very powerful one 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

Features that affect saves

Some class features, racial features and conditions affect saving throws: