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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 | == 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. | ||
== | === Death saving throws === | ||
{{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}}. | |||
{{ | |||
== | == 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 === | ||
{{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 | The ability used to determine the spellcasting ability modifier depends on the class of the caster: | ||
<center>{{ClassSpellcastingAbilityTable}}</center> | <center>{{ClassSpellcastingAbilityTable}}</center> | ||
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 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. | |||
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: | |||
* [[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}}. | |||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] |