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Rules

Spell Attacks vs Spell Saves

Spell attacks roll against AC (can crit, affected by cover). Spell saves target ability scores (no crits, ignore cover). Choose based on target weaknesses.

Spells that target creatures resolve in one of two ways: the caster makes a spell attack roll, or the target makes a saving throw.

Spell Attack Rolls

Formula: d20 + spellcasting ability modifier + proficiency bonus.

  • Compare the total to the target's AC.
  • On a hit, the spell's effects apply. On a miss, they don't (or the spell specifies reduced effects).
  • Spell attacks can score critical hits on a natural 20, doubling damage dice.
  • Spell attacks suffer disadvantage if a hostile creature is within 5 feet (for ranged spell attacks).
  • Spell attacks are affected by cover (target gets +2 or +5 AC from half/three-quarters cover).

Examples: Fire bolt, eldritch blast, guiding bolt, inflict wounds (melee), scorching ray (multiple attack rolls).

Spell Saves

Formula: Target rolls d20 + relevant ability modifier (+ proficiency bonus if proficient in that save).

  • Compare the total to the caster's spell save DC (8 + spellcasting ability modifier + proficiency bonus).
  • On a failed save, the spell's full effects apply. On a success, the spell typically deals half damage or has no effect.
  • Spell saves cannot crit — there is no equivalent of a natural 20 on a save for offensive purposes.
  • Spell saves are not affected by cover (the target's AC is irrelevant).
  • Legendary Resistance allows some powerful monsters to choose to succeed on a failed save (usually 3/day).

Examples: Fireball (DEX save), hold person (WIS save), disintegrate (DEX save, no damage on success), banishment (CHA save).

Choosing Between Them

  • Against high-AC, low-save targets: spell saves are more reliable.
  • Against low-AC targets or when you want crit potential: spell attacks are better.
  • AOE spells almost always use saves. Single-target damage spells use either.