A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, ar a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character ar monster is at risk of harm.
To make a saving throw, roll 2d10 and add the appropriate bonuses.
Fortitude measures the inherent toughness, mass, and resilience of your physique. Use your Constitution for your Fortitude saving throw. You use Fortitude to:
Resist effects imposed upon your body and physical manipulation such as bright lights, body control or manipulation, and conditions imposed physically
Resist poisons and diseases
Resist blood and life drains
Resist acid, cold, concussion, fire, necrotic, poison, and radiant damage
Resist dehydration, drowning, sleep deprivation, starvation, and suffocation
Hold your breath
March or labor for hours without rest
Reflex measures your ability to avoid. Use the average of your Strength and Dexterity for your Reflex saving. You use Reflex to:
Dodge effects that would not be stopped by armor such as rays and beams of energy, or a cocoon that wraps around you
Dodge out of the way of area effects with many objects or projectiles such as rocks falling, a hail of arrows, a wall of whirling blades, or an ice storm spell
Dodge out of the way of effects such as vines or tentacles
Avoid being ensnared by vines, pinned to the wall by a spear, or tangled in a spider’s web
Balance and avoid being pushed or pulled by certain effects
Move out of the way of the earth moving beneath you
Will measures your strength of will, self-discipline, and devotion. Use the average of the highest two abilities from your Intelligence, Wisdom, and Charisma for your Will saving throw. You use Will to:
Concentrate on a spell
Resist effects imposed upon your mind and mental manipulation such as emotional and mental assaults, mind control, memory modification, insanity, being charmed, confused, or frightened, and other conditions imposed mentally
Resist energy and spirit drains
Resist psychic damage
Resist curses, fate effects, and mental connections via divination
Resist teleportation and banishment
Resist being magically put to sleep and nightmares
Resist time distortions
Resist your senses being distorted by illusions or similar false sensory effects
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.
Each class gives capability in one or more saving throws. The mage, for example, is capable with Will saves. As with skill proficiencies, capability in a saving throw lets a character add half their proficiency bonus to saving throws made using that save. Some monsters have saving throw proficiencies as well.
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 caster’s spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
If a saving throw fails by 4 or less, the saving throw might partially succeed. Your GM should determine if a saving throw can partially succeed and what a partial success means for each saving throw. Some examples:
- if you are attempting to resist being pushed and fail by 4 or less, you might be pushed half the distance, but still take any specified damage for failing
- if you fail a saving throw by 4 or less, you might have advantage on your next saving throw to end the effect or ability check to escape the effect.