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:
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.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.