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.**