Saving Throws

A saving throw—also called a 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 DM) 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

  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  
  • 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

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

Difficulty Class

  The Difficulty Class for a saving throw is determined by the effect that causes it or by the DM. 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.