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A saving throw, also called a save, is a die roll the game makes for a creature to decide whether it can avoid or reduce the harmful effects of various threats, such as a spell, poison, trap, and so on. The creature's ability score modifier and proficiency bonus (if proficient in the relevant ability) are added to the roll.
Each saving throw is tied to an ability score that determines its type. Accordingly, it can be referred to as a Strength save, Dexterity save, Constitution save, and so on. For a save to succeed, it must reach or exceed a value known as the Difficulty Class (DC) of the incoming threat.
Modifiers
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.
Saving throws can also be affected by advantage or disadvantage. For example, Elves have advantage on saving throws against being . As another example, the condition incurs disadvantage on Constitution saves.
Some spells can also affect a saving throw, such as , , , etc.
Template:H3 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:
Ability score | Modifier value | Ability score | Modifier value | |
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1 | -5 | 16-17 | +3 | |
2-3 | -4 | 18-19 | +4 | |
4-5 | -3 | 20-21 | +5 | |
6-7 | -2 | 22-23 | +6 | |
8-9 | -1 | 24-25 | +7 | |
10-11 | +0 | 26-27 | +8 | |
12-13 | +1 | 28-29 | +9 | |
14-15 | +2 | 30 | +10 |
Template:H3 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:
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Below is the table of proficiency bonus values, by level of the creature making the save:
Level | Proficiency Bonus |
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1 to 4 | + 2 |
5 to 8 | + 3 |
9 to 12 | + 4 |
The Difficulty Class of saving throws
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:
If a creature casts a spell that forces another to make a save, the DC is determined according to the properties of the spell caster, using the following formula:
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:
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In Baldur's Gate 3, 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 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, 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
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.
Death saving throws
Death saving throws are a special type of saving throw made by playable characters and companions after they have been . Three successful saves will let a creature stabilise, no longer needing to make saves, and three failures will lead to the creature becoming .