A **Saving Throw** is a roll you make to **resist or reduce harm**.
You don’t choose to make one — the game forces it on you.
#### The Core Rule (Read This First)
> **Ability checks are for doing things.
> Saving throws are for surviving things.**
#### When Do You Make a Saving Throw?
You make a saving throw when:
- A spell affects you
- A trap triggers
- A hazard or effect targets you
- Something tries to control or harm you
Examples:
- Dodging a fireball
- Resisting poison
- Shaking off a charm
- Breaking free from paralysis
#### How a Saving Throw Works
**Roll:**
`d20 + Ability Modifier + Proficiency (if you have it)`
The result is compared to:
- A **Spell Save DC**, or
- A fixed **Difficulty Class (DC)**
#### Saving Throw Proficiency
You are proficient in:
- Two saving throws based on your class
Example:
- Fighter: Strength & Constitution
- Wizard: Intelligence & Wisdom
Note: Proficiency matters a lot at higher levels.
#### The Six Saving Throws
| 💪 Strength (STR) | 🏃 Dexterity (DEX) | ❤️ Constitution (CON) |
| -------------------------------------------------------------------------------- | ----------------------------------------- | ----------------------------------------- |
| **Physical power**<br> | **Speed, reflexes, and coordination** | **Health and endurance** |
| Resisting: | Resisting: | Resisting: |
| - Being pushed, pulled, or crushed<br>- Physical restraints<br>- Powerful forces | - Explosions<br>- Traps<br>- Area effects | - Poison<br>- Disease<br>- Pain and shock |
| 🧠 Intelligence (INT) | 🧭 Wisdom (WIS) | 🗣️ Charisma (CHA) |
| ------------------------------------------------------ | ----------------------------------- | ------------------------------------------------------ |
| **Reasoning, memory, and knowledge** | **Awareness and intuition** | **Force of personality** |
| Resisting: | Resisting: | Resisting: |
| - Mental intrusion<br>- Illusions<br>- Psychic effects | - Fear<br>- Charm<br>- Mind control | - Banishment<br>- Possession<br>- Forced teleportation |
#### 🎭 Success & Failure
Each effect tells you:
- What happens on a **success**
- What happens on a **failure**
Some spells:
- Do half damage on success
- End completely on success
- Still apply weaker effects
Note: Always read the spell.
#### Saving Throws vs Ability Checks
|Roll Type|Who Chooses?|Purpose|
|---|---|---|
|Ability Check|Player|Attempt an action|
|Saving Throw|Effect|Resist harm|
#### DM Rule of Thumb
> **If something is happening _to_ the character, it’s probably a saving throw.**
#### Summary
> **Saving throws are rolls you make to avoid or reduce bad things happening to you.**