Home/Rules/Core Mechanics/Saving Throws

Saving Throws

Saving throws represent your ability to resist spells, traps, poison, and other threats. Each class starts proficient in two saving throws.

How Saving Throws Work

Formula: d20 + ability modifier + proficiency bonus (if proficient)

When something targets you with an effect that allows a save, you roll the die and try to meet or exceed the DC (Difficulty Class).

Success typically means:

  • Taking half damage (for damage effects)
  • Negating the effect entirely
  • Reduced duration or severity

Spell Save DC:

  • 8 + proficiency bonus + spellcasting ability modifier
  • Ranges from DC 13 (level 1) to DC 19+ (high levels)

The Six Saving Throws

"Big Three" (Common Saves):

  • Dexterity: Dodging area effects, traps, dragon breath
  • Constitution: Resisting poison, disease, maintaining concentration
  • Wisdom: Resisting charm, fear, mental intrusion

"Little Three" (Rare Saves):

  • Strength: Resisting being pushed, grappled, or restrained
  • Intelligence: Resisting mental attacks, illusions (rare)
  • Charisma: Resisting banishment, possession, some charms

Why This Matters:

  • Classes get one "strong" save and one "weak" save
  • Wisdom saves are extremely important (common save, scary effects)
  • Dexterity and Constitution saves come up constantly

Class Saving Throw Proficiencies

ClassSaving Throws
BarbarianStrength, Constitution
BardDexterity, Charisma
ClericWisdom, Charisma
DruidIntelligence, Wisdom
FighterStrength, Constitution
MonkStrength, Dexterity
PaladinWisdom, Charisma
RangerStrength, Dexterity
RogueDexterity, Intelligence
SorcererConstitution, Charisma
WarlockWisdom, Charisma
WizardIntelligence, Wisdom

Improving Your Saving Throws

Feats:

  • Resilient: Gain proficiency in one saving throw
  • Lucky: Reroll any d20 (limited uses)

Spells and Features:

  • Bless: +1d4 to saving throws
  • Paladin's Aura of Protection: +Charisma modifier to saves within 10 feet
  • Monk's Diamond Soul (14th): Proficiency in all saving throws

Magic Items:

  • Cloak of Protection: +1 to saves
  • Ring of Protection: +1 to saves
  • Various legendary items

Common Mistakes

Common Mistake
Common Mistake
Forgetting to add proficiency when proficient
Common Mistake
Not knowing which ability a save uses (it's stated in the effect)
Common Mistake
Thinking high Constitution helps with Wisdom saves

DM Tips

DM Tip
Target weak saves for challenging encounters
DM Tip
Remember most PCs have poor Intelligence and Charisma saves
DM Tip
Legendary Resistance exists because bosses need it
DM Tip
Saving throw proficiency matters more at high levels