Saving Throws
Reactive d20 rolls against a DC using a specified ability modifier, with class-based proficiency in two types.
Saving throws represent reactive resistance to harmful effects — dodging a fireball, shrugging off a poison, or resisting a charm.
When rolled: When a spell or effect targets you and grants a save, the DM tells you which ability to use. Roll 1d20 + the relevant ability modifier. Add your proficiency bonus if you are proficient in that saving throw.
Success vs. failure: Meet or beat the DC (Difficulty Class) to succeed. Success typically reduces or negates the effect.
Class proficiencies: Each class grants proficiency in two saving throws. Examples:
- Barbarian, Fighter: Strength, Constitution
- Cleric: Wisdom, Charisma
- Rogue: Dexterity, Intelligence
- Wizard: Intelligence, Wisdom
Spell save DC: The DC for spells cast by a creature is typically: 8 + spellcasting ability modifier + proficiency bonus.
Advantage/disadvantage: Some effects grant advantage or disadvantage on specific saving throws. Constitution saves for concentration require beating DC 10 or half damage taken, whichever is higher.