Saving Throw (5e24)

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 5th edition (2024)

SRD 5.2 • CC-BY


 SRD 5.2 

Saving Throw[edit]

[1] A saving throw — also called a save — represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails.


Saving Throw as a D20 Test[edit]

[2] A saving throw — also called save — represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it.

If you don’t want to resist the effect, you can choose to fail the save without rolling.

Ability Modifier[edit]

[2] Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table.

Saving Throw Examples [2]</span
Ability Make a Save To …
Strength Physically resist direct force
Dexterity Dodge out of harm’s way
Constitution Endure a toxic hazard
Intelligence Recognize an illusion as fake
Wisdom Resist a mental assault
Charisma Assert your identity


Proficiency Bonus[edit]

[2] You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save.

[3] Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks.

Each class gives proficiency in at least two saving throws, representing that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault

Difficulty Class[edit]

[2] The Difficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster’s spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC.

Saving Throw and Damage[edit]

[4] Damage dealt via saving throws uses these rules.

Damage against Multiple Targets[edit]

[4] When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell’s damage is rolled once for all creatures caught in the blast.

Half Damage[edit]

[4] Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save.

[ Previous: D20 Test ]

Sources and Notes[edit]

  1. SRD 5.2 p.187
  2. 2.0 2.1 2.2 2.3 2.4 SRD 5.2 p.7
  3. SRD 5.2 p.9
  4. 4.0 4.1 4.2 SRD 5.2 p.16
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Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].


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