
Saving Throw
A saving throw represents an attempt to resist a spell, a trap, a poison, a disease, or a similar risk of harm. (83) You have success when:
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Saving Throw ≥ DC for Situation
Saving Throw
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1. Roll a d20. If you have advantage or disadvantage, roll 2d20 and use the appropriate result. Go here to see reasons why either may apply.
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2. Add your ability modifier. The cause of the saving throw determines which ability applies.
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3. Add your proficiency bonus if you are proficient in the saving throw.
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4. Add any other applicable modifier.
Difficulty Class
A saving throw's DC is determined by the effect that causes it:
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If no DC is provided, use the DC table for guidance.
The result of a successful or failed saving throw is 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.
