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Saving throws: Difference between revisions

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== Game mechanics ==
== Game mechanics ==
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}
== Difficulty Class ==
{{hatnote|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 ===
{{hatnote|See also: [[Spells#Spellcasters|Spellcasting]]}}
Spell save DCs are calculated via the following formula:
<center>DC = {{InfoBlob|8 + [[Proficiency|Proficiency bonus]] + Spellcasting ability modifier}}</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 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 ===
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>
=== 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 ==
== Footnotes ==
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