A Saving Throw, also referred to as a save, represents your character's attempt to resist a spell, a magical effect, a trap, a poison, or a similar threat. You don't decide to make a Saving Throw, they are imposed upon you, and you are forced to make one because of potential risk to your character. Likewise, monsters also need to make Saving Throws.
To make a Saving Throw, you roll a d20 and add the appropriate Saving Throw modifier. For example, you add both your Dexterity and Wisdom to the number rolled for a Reflex Saving Throw.
A Saving Throw can be modified by circumstances and a bonus or penalty applied (such as Advantage or Disadvantage).
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 spellcaster's Spellcasting Attribute and Proficiency Bonus.
The result of a failed or successful Saving Throw is also detailed in the effect that allows the save. Usually, a successful save means that the creature suffers little or no harm from an effect.
Fortitude Saving Throw
To make a Saving Throw, you roll a d20 and add the appropriate Saving Throw modifier. For example, you add both your Dexterity and Wisdom to the number rolled for a Reflex Saving Throw.
A Saving Throw can be modified by circumstances and a bonus or penalty applied (such as Advantage or Disadvantage).
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 spellcaster's Spellcasting Attribute and Proficiency Bonus.
The result of a failed or successful Saving Throw is also detailed in the effect that allows the save. Usually, a successful save means that the creature suffers little or no harm from an effect.
The ability to stand up to physical punishment or attacks against your vitality or health.
To calculate your bonus to Fortitude Saving Throws, you take your Strength and Constitution and add them together, the result is your bonus to Fortitude Saving Throws. Your bonus to Fortitude Saving Throws can never be lower than your Strength or Constitution, whichever is lowest.
Reflex Saving Throw
The ability to dodge attacks that target an area.
To calculate your bonus to Reflex Saving Throws you take your Dexterity and Wisdom and add them together, the result is your bonus to Reflex Saving Throws. Your bonus to Reflex Saving Throws can never be lower than your Dexterity or Wisdom, whichever is lowest.
Will Saving Throw
The ability to resists mental influence as well as several magical effects.
To calculate your bonus to Will Saving Throws, you take your Intelligence and Charisma and add them together, the result is your bonus to Will Saving Throws. Your bonus to Will Saving Throws can never be lower than your Intelligence or Charisma, whichever is lowest.
Rolling 1 or 20
Sometimes the dice bless the barbarian with a low Will Saving Throw allowing them to resist the mind-altering effects of an aberration or the low Reflex Saving Throw of a mage allowing them to dodge out of the way of a fireball.
If the d20 roll for a Saving Throw is a 20, the Saving Throw succeeds regardless of any modifiers or the users DC.
If the d20 roll for a Saving Throw is a 1, the Saving Throw fails regardless of any modifiers or the users DC.
If the d20 roll for a Saving Throw is a 20, the Saving Throw succeeds regardless of any modifiers or the users DC.
If the d20 roll for a Saving Throw is a 1, the Saving Throw fails regardless of any modifiers or the users DC.