In Dungeons & Dragons 5th Edition (D&D 5e), saving throws and resistances are crucial mechanics that significantly influence the outcome of encounters, both in combat and non-combat situations. Understanding how to effectively utilize and counteract these mechanics can be the difference between life and death for characters. This blog post will delve into the details of saving throws and resistances, providing a comprehensive guide for both players and Dungeon Masters (DMs).

Saving Throws

What Are Saving Throws?

Saving throws are a type of roll used to determine whether a character can avoid or lessen the effects of various dangers, such as spells, traps, poisons, and other threats. When a character is subjected to an effect that requires a saving throw, they roll a d20 and add the appropriate ability modifier and any proficiency bonuses. The result is then compared to a Difficulty Class (DC) set by the effect. If the roll meets or exceeds the DC, the saving throw is successful; otherwise, it fails.

Types of Saving Throws

There are six types of saving throws, each corresponding to one of the six ability scores:

  1. Strength Saving Throws: Used to resist effects that rely on brute physical power, such as being pushed, pulled, or restrained.
  2. Dexterity Saving Throws: Used to avoid effects that require quick reflexes and agility, such as dodging fireballs or avoiding traps.
  3. Constitution Saving Throws: Used to withstand effects that target a character’s endurance and health, such as poison, disease, and extreme environmental conditions.
  4. Intelligence Saving Throws: Used to resist effects that assault the mind, such as illusions or psychic damage.
  5. Wisdom Saving Throws: Used to avoid effects that influence perception and willpower, such as enchantments and fear.
  6. Charisma Saving Throws: Used to resist effects that target a character’s force of personality and presence, such as banishment or charm.

Proficiency in Saving Throws

Characters are proficient in two saving throws based on their class. Proficiency allows them to add their proficiency bonus to the saving throw roll. Here is a list of the saving throw proficiencies for each class:

  • Barbarian: Strength, Constitution
  • Bard: Dexterity, Charisma
  • Cleric: Wisdom, Charisma
  • Druid: Intelligence, Wisdom
  • Fighter: Strength, Constitution
  • Monk: Strength, Dexterity
  • Paladin: Wisdom, Charisma
  • Ranger: Strength, Dexterity
  • Rogue: Dexterity, Intelligence
  • Sorcerer: Constitution, Charisma
  • Warlock: Wisdom, Charisma
  • Wizard: Intelligence, Wisdom

Making Saving Throws

When a character needs to make a saving throw, the DM will describe the situation and specify which ability score to use. The player then rolls a d20 and adds the relevant ability modifier and proficiency bonus if applicable. The total is then compared to the DC of the effect.

Example:

A wizard casts Fireball, requiring a Dexterity saving throw with a DC of 15. A rogue with a Dexterity modifier of +3 and proficiency in Dexterity saving throws (+2 proficiency bonus) rolls a d20, adds 5 (3 + 2), and compares the total to 15. If the result is 15 or higher, the rogue succeeds and takes half damage; otherwise, they take full damage.

Effects of Failing and Succeeding Saving Throws

The consequences of failing or succeeding on a saving throw depend on the specific effect. Generally, a successful saving throw results in no effect or a reduced effect, while a failed saving throw applies the full effect.

Examples:
  • Fireball (Dexterity saving throw): Success results in half damage, failure results in full damage.
  • Hold Person (Wisdom saving throw): Success means the character is not paralyzed, failure means they are paralyzed.
  • Poison Spray (Constitution saving throw): Success means no damage, failure means full damage.

Advantage and Disadvantage on Saving Throws

Certain conditions, spells, and abilities can grant advantage or disadvantage on saving throws. When a character has advantage, they roll two d20s and use the higher result. When they have disadvantage, they roll two d20s and use the lower result.

Example:

A paladin’s Aura of Protection grants an additional bonus to saving throws equal to their Charisma modifier to themselves and allies within 10 feet, potentially increasing their chances of success.

Resistances

What Are Resistances?

Resistances represent a creature’s ability to reduce the damage they take from specific types of damage. When a creature has resistance to a particular damage type, they take half damage from that type.

Types of Damage

There are several types of damage in D&D 5e, each with its own characteristics and sources. Common damage types include:

  • Acid: Corrosive damage that eats away at materials and flesh.
  • Bludgeoning: Physical damage from blunt force, such as hammers and falls.
  • Cold: Damage from freezing temperatures and ice.
  • Fire: Damage from flames and heat.
  • Force: Pure magical energy, often used in spells like Magic Missile.
  • Lightning: Electrical damage from sources like lightning bolts.
  • Necrotic: Damage that withers away life force, often used by undead creatures.
  • Piercing: Physical damage from puncturing attacks, such as arrows and spears.
  • Poison: Damage from toxic substances and venoms.
  • Psychic: Damage from mental assaults and psychic energy.
  • Radiant: Holy or radiant energy, often used by clerics and paladins.
  • Slashing: Physical damage from cutting attacks, such as swords and claws.
  • Thunder: Damage from concussive force and sound waves.

Immunity and Vulnerability

In addition to resistances, creatures can also have immunity or vulnerability to certain damage types.

  • Immunity: Creatures with immunity to a damage type take no damage from that type.
  • Vulnerability: Creatures with vulnerability to a damage type take double damage from that type.
Example:

A fire elemental has immunity to fire damage, meaning it takes no damage from any fire-based attacks. Conversely, a creature with vulnerability to fire would take double damage from such attacks.

Sources of Resistances, Immunities, and Vulnerabilities

Resistances, immunities, and vulnerabilities can come from various sources, including:

  • Racial Traits: Certain races have innate resistances. For example, tieflings have resistance to fire damage.
  • Class Features: Some classes provide resistances as part of their abilities. Barbarians, when raging, have resistance to bludgeoning, piercing, and slashing damage.
  • Spells: Various spells grant temporary resistances or immunities. For example, the spell Protection from Energy can grant resistance to one type of energy damage.
  • Magic Items: Certain magic items provide resistances, immunities, or vulnerabilities. A Ring of Fire Resistance grants resistance to fire damage.
  • Monster Traits: Many monsters have natural resistances, immunities, or vulnerabilities. For example, a vampire has resistance to necrotic damage and immunity to poison damage.

Combining Resistances and Immunities

When a creature has multiple resistances or an immunity to a damage type, the effects do not stack. Instead, the most potent effect applies.

Example:

If a character has resistance to fire damage from a racial trait and also gains resistance to fire damage from a spell, they still only take half damage from fire attacks, not a quarter. If they have immunity to fire damage from another source, they take no damage from fire attacks.

Practical Applications and Examples

Using Saving Throws in Gameplay

Scenario 1: Dodging a Fireball

A wizard casts Fireball at a group of adventurers. The spell requires a Dexterity saving throw with a DC of 15. Here’s how different characters might respond:

  • Rogue: With a Dexterity modifier of +4 and proficiency in Dexterity saving throws, the rogue rolls a d20 and adds 6 (4 + 2). If the roll is 9 or higher, the rogue takes half damage.
  • Cleric: With a Dexterity modifier of +1 and no proficiency in Dexterity saving throws, the cleric rolls a d20 and adds 1. If the roll is 14 or higher, the cleric takes half damage.

Scenario 2: Resisting Poison

The adventurers encounter a trap that releases poisonous gas. Each character must make a Constitution saving throw with a DC of 13:

  • Barbarian: With a Constitution modifier of +3 and proficiency in Constitution saving throws, the barbarian rolls a d20 and adds 5 (3 + 2). If the roll is 8 or higher, the barbarian takes half damage.
  • Wizard: With a Constitution modifier of +1 and no proficiency in Constitution saving throws, the wizard rolls a d20 and adds 1. If the roll is 12 or higher, the wizard takes half damage.

Utilizing Resistances in Combat

Scenario 1: Fighting a Red Dragon

The adventurers face a red dragon, which breathes fire, dealing fire damage:

  • Tiefling Rogue: The tiefling rogue has resistance to fire damage due to their racial trait. When hit by the dragon’s breath weapon, they take half damage.
  • Human Fighter: The human fighter has no innate resistance to fire damage and takes full damage from the breath weapon. If they find a Ring of Fire Resistance, they can use it to gain resistance and take half damage.

Scenario 2: Using Spells for Protection

A sorcerer casts Protection from Energy on themselves, choosing lightning damage. When struck by a lightning bolt from an enemy spellcaster, they take half damage due to the spell’s effect.

Strategic Considerations for Players and DMs

For Players

  • Know Your Saving Throws: Understand which saving throws your character is proficient in and build strategies around those strengths. For example, a barbarian can be the front line against effects that require Strength or Constitution saves.
  • Utilize Buffs and Spells: Use spells and abilities that grant advantages on saving throws or temporary resistances to mitigate incoming damage. Spells like Bless, which adds a d4 to saving throws, can be lifesavers.
  • Positioning and Movement: Avoid clustering together to minimize the impact of area-of-effect attacks that require saving throws. Spread out to reduce the risk of multiple party members being affected.

For Dungeon Masters

  • Challenge the Party: Create encounters that test different saving throws to keep players on their toes. Mix physical, mental, and environmental threats to create a balanced challenge.
  • Leverage Resistances: Use creatures with various resistances and vulnerabilities to teach players the importance of strategic planning and spell choice. For example, a creature immune to fire might force a wizard to use other spells.
  • Reward Creativity: Encourage players to think creatively about overcoming resistances and succeeding on saving throws. Reward innovative solutions and role-playing that align with their characters’ strengths.

Advanced Tips and Tricks

Layering Effects

Combining different effects that grant advantages or impose disadvantages can significantly alter the outcome of saving throws and resistances:

  • Bless and Bane: The Bless spell grants a d4 bonus to saving throws, while the Bane spell imposes a d4 penalty to opponents’ saving throws, increasing the party’s chances of success.
  • Protection from Energy and Absorb Elements: Use Protection from Energy to grant resistance to a specific damage type and combine it with Absorb Elements to further reduce damage and add extra damage to your next melee attack.

Anticipating Enemy Tactics

Experienced DMs can use creatures with specific resistances or immunities to challenge players to adapt their strategies:

  • Incorporeal Creatures: Ghosts and wraiths have resistance to non-magical bludgeoning, piercing, and slashing damage. Players must use magical weapons or spells to effectively combat them.
  • Elementals: Elementals often have immunities or resistances based on their element, such as fire elementals being immune to fire damage. Encourage players to identify and exploit vulnerabilities.

Enhancing Role-Playing

Integrate saving throws and resistances into the narrative to enhance role-playing experiences:

  • Character Backstories: Tie a character’s resistances or vulnerabilities into their backstory. For example, a character who survived a dragon attack might have developed a natural resistance to fire.
  • Environmental Effects: Use the environment to influence saving throws and resistances. A battle in a frozen wasteland might impose disadvantage on Dexterity saving throws due to the slippery ice.

Saving throws and resistances are integral to the mechanics and strategy of D&D 5e. By understanding how to effectively use and counteract these elements, players can enhance their characters’ survivability and effectiveness in various situations. Dungeon Masters, on the other hand, can design more engaging and balanced encounters that challenge players and encourage creative problem-solving.