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Saving throws: Difference between revisions
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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}}. | 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]].}} | {{hatnote|Main article: [[Difficulty Class]].}} | ||
An effect's Difficulty Class depends on its cause. | An effect's Difficulty Class depends on its cause. | ||
=== Spells === | |||
{{hatnote|See also: [[Spells#Spellcasters|Spellcasting]].}} | {{hatnote|See also: [[Spells#Spellcasters|Spellcasting]].}} | ||
The following formula determines the DC of a spell: | The following formula determines the DC of a spell: | ||
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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. | ||
=== Weapon actions === | |||
When a creature uses a [[Weapon actions|weapon action]] that forces another to make a save, the DC is determined using the following formula: | When a creature uses a [[Weapon actions|weapon action]] that forces another to make a save, the DC is determined 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> | ||
=== 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 | 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 | ||