Saving Throws
A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
Making a Saving Throw
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.
Formula: d20 + ability modifier + proficiency bonus (if proficient)
Proficiency in Saving Throws
Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add their proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.
Difficulty Class (DC)
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.
Spell Save DC: 8 + spellcasting ability modifier + proficiency bonus
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
The Six Saving Throws
Strength Saving Throws
Strength saving throws are used to resist effects that would physically move you or knock you prone, such as:
- Being pushed or pulled by magical effects
- Resisting being knocked prone
- Breaking free from physical restraints
- Resisting being grappled or restrained by physical means
- Resisting effects that would force you to move against your will
Example: A spell that attempts to push you away might require a Strength saving throw. If you succeed, you resist the push and remain in place.
Dexterity Saving Throws
Dexterity saving throws are used to avoid effects that you can escape by moving quickly, such as:
- Avoiding area-of-effect spells (fireball, lightning bolt, etc.)
- Dodging traps
- Avoiding falling damage
- Resisting effects that require quick reflexes
- Escaping from effects that can be dodged
Example: When a fireball explodes, you make a Dexterity saving throw. If you succeed, you take half damage. If you fail, you take full damage.
Constitution Saving Throws
Constitution saving throws are used to resist effects that would harm you through your vitality or endurance, such as:
- Maintaining concentration on a spell (see Magic Skills#Concentration)
- Resisting poison
- Resisting disease
- Resisting effects that cause exhaustion
- Resisting effects that drain life force
- Resisting effects that cause you to become paralyzed or petrified
Example: When you take damage while concentrating on a spell, you must make a Constitution saving throw to maintain concentration. The DC is 10 or half the damage taken, whichever is higher.
Intelligence Saving Throws
Intelligence saving throws are used to resist effects that would confuse or befuddle your mind, such as:
- Resisting illusions
- Resisting mental attacks that target your reasoning
- Resisting effects that would cause you to lose memories
- Resisting effects that would cause you to become confused or disoriented
- Resisting effects that would cause you to lose your sense of self
Example: A spell that creates an illusion might require an Intelligence saving throw to see through it. If you succeed, you recognize the illusion for what it is.
Wisdom Saving Throws
Wisdom saving throws are used to resist effects that would influence your mind or senses, such as:
- Resisting being charmed
- Resisting being frightened
- Resisting being possessed
- Resisting effects that would cause you to lose control of your actions
- Resisting effects that would cause you to see or hear things that aren't there
- Resisting effects that would cause you to lose your sense of direction or purpose
Example: A spell that attempts to charm you requires a Wisdom saving throw. If you succeed, you resist the charm effect and remain in control of your actions.
Charisma Saving Throws
Charisma saving throws are used to resist effects that would force you to act against your will or that would banish you, such as:
- Resisting being banished to another plane
- Resisting effects that would force you to act against your nature
- Resisting possession by otherworldly entities
- Resisting effects that would cause you to lose your sense of self or identity
- Resisting effects that would cause you to be forced to follow commands
Example: A spell that attempts to banish you to another plane requires a Charisma saving throw. If you succeed, you resist the banishment and remain on your current plane.
Saving Throw Results
Success
Usually, a successful saving throw means that a creature suffers no harm, or reduced harm, from an effect. The specific result depends on the effect:
- No Effect: Many effects have no effect on a successful save
- Half Damage: Many damaging effects deal half damage on a successful save
- Reduced Effect: Some effects have a reduced effect on a successful save (e.g., a condition lasts for a shorter duration)
Failure
A failed saving throw usually means the creature suffers the full effect:
- Full Damage: Damaging effects deal full damage
- Full Effect: Conditions and other effects apply fully
- No Reduction: The creature cannot reduce or avoid the effect
Advantage and Disadvantage
Saving throws can be affected by advantage and disadvantage, as determined by the GM or by specific rules:
- Advantage: Roll two d20s and use the higher result
- Disadvantage: Roll two d20s and use the lower result
Example: If you have advantage on a saving throw, you roll two d20s and use the higher result, adding your modifiers to that result.
Magic System Interactions
In The Gods Are Bastards setting, saving throws can be affected by magic system interactions:
- Opposing Magic Systems: You may have disadvantage on saving throws when opposing magic systems are present
- Enhancing Magic Systems: You may have advantage on saving throws when enhancing magic systems are active
- Area Saturation: Areas saturated with certain magic systems may affect saving throws
For complete details, see Magic System Interactions.
Class Saving Throw Proficiencies
Each class grants proficiency in two saving throws:
- Barbarian: Strength, Constitution
- Bard: Dexterity, Charisma
- Cleric: Wisdom, Charisma
- Druid: Intelligence, Wisdom
- Fighter: Strength, Constitution
- Knight: Wisdom, Charisma
- Mage: Intelligence, Wisdom
- Monk: Strength, Dexterity
- Ranger: Strength, Dexterity
- Rogue: Dexterity, Intelligence
- Wandslinger: Dexterity, Intelligence
- Warlock: Wisdom, Charisma
Improving Saving Throws
Feats
- Resilient: Choose one ability score. You gain proficiency in saving throws using that ability.
- War Caster: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Class Features
Some classes grant features that improve saving throws:
- Paladin's Aura of Protection: Adds Charisma modifier to all saving throws
- Monk's Diamond Soul: Proficiency in all saving throws
- Various other class features may grant bonuses to specific saving throws
Magic Items
Some magic items grant bonuses to saving throws:
- Cloak of Protection: +1 bonus to AC and all saving throws
- Ring of Protection: +1 bonus to AC and all saving throws
- Various other items may grant bonuses to specific saving throws
Forced Saving Throws
Some effects force you to make saving throws even when you might not want to. For example:
- Spells: Most spells that require saving throws force the target to make the save
- Traps: Traps often force saving throws when triggered
- Environmental Hazards: Environmental effects may force saving throws
- Magic System Interactions: Opposing or interfering magic systems may force saving throws
You cannot choose to fail a saving throw unless the effect specifically states that you can.
Related: Ability Scores | Skills | Magic Skills#Concentration | Magic System Interactions | Combat