Saving Throws in 5e: Full Guide

A saving throw in 5e is a d20 roll you make to resist a spell, trap, poison or other danger. You roll a d20, add the matching ability modifier, and add your proficiency bonus if your class is proficient in that save. If the total equals or beats the DC, you succeed and avoid or reduce the effect.

Try it: Roll a d20 →

How do saving throws work in 5e?

A saving throw (or "save") is a roll to resist something bad happening to you: a fireball, a poison, a mind-control spell, a collapsing floor. Unlike an attack roll, you don't choose to make a save. The DM or the effect tells you to roll, names the ability, and sets the target number, called the Difficulty Class (DC).

  1. Roll a d20. You can use the d20 roller and type your bonus into the bonus box.
  2. Add the modifier for the ability the save uses (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma).
  3. Add your proficiency bonus if you are proficient in that saving throw.
  4. Add any other bonuses, such as Bless or a Ring of Protection.
  5. If the total equals or beats the DC, you succeed. If it's lower, you fail.

What success means depends on the effect. Many damage spells deal half damage on a successful save, while effects like Hold Person simply don't take hold.

What is spell save DC and how do you calculate it?

When a spell calls for a save, the DC comes from the caster:

Spell save DC: 8 + proficiency bonus + spellcasting ability modifier.

A level 1 Cleric with 16 Wisdom has a DC of 8 + 2 + 3 = 13. By level 17, with 20 Wisdom, that becomes 8 + 6 + 5 = 19. Monster abilities, traps and poisons list their own DC in their description. For other situations, the DM picks a DC using the usual scale: 10 is easy, 15 is medium, 20 is hard.

What are your chances of making a save?

Each point of bonus is worth 5% on a d20. Here is the chance to succeed for a few typical bonuses and DCs, assuming no advantage or disadvantage:

Save bonusDC 10DC 13DC 15DC 17DC 20
+055%40%30%20%5%
+265%50%40%30%15%
+580%65%55%45%30%
+790%75%65%55%40%

The gap between a proficient save and a non-proficient one grows with level, because your proficiency bonus climbs from +2 to +6. See proficiency bonus by level for the full table. Advantage on a save helps a lot; the advantage and disadvantage guide shows how much.

Does a natural 20 or natural 1 matter on a save?

Not by default. In both the 2014 and 2024 rules, a natural 20 is only automatic on attack rolls, and a natural 1 is only an automatic miss on attack rolls. A save just compares the total with the DC. The exception is death saving throws, which have their own rules for 1s and 20s, covered in death saving throws.

Which saving throws is each class proficient in?

Every class grants proficiency in two saves, and the pairs are the same in the 2014 and 2024 Player's Handbooks. Each class gets one save from the "common" group (Dexterity, Constitution, Wisdom) and one from the "rare" group (Strength, Intelligence, Charisma).

ClassSaving throw proficiencies
BarbarianStrength, Constitution
BardDexterity, Charisma
ClericWisdom, Charisma
DruidIntelligence, Wisdom
FighterStrength, Constitution
MonkStrength, Dexterity
PaladinWisdom, Charisma
RangerStrength, Dexterity
RogueDexterity, Intelligence
SorcererConstitution, Charisma
WarlockWisdom, Charisma
WizardIntelligence, Wisdom

If you multiclass, you only get the saving throw proficiencies of the class you started with. A Fighter who takes a level of Wizard does not gain Intelligence or Wisdom saves.

Which saving throws are most common and most dangerous?

The common three

  • Dexterity: dodging area damage like Fireball, Lightning Bolt and dragon breath, plus many traps. Failing usually means full damage instead of half.
  • Constitution: resisting poison, disease and some necrotic or cold effects. Spellcasters also make a Constitution save whenever they take damage while concentrating, which makes this the save many casters roll most.
  • Wisdom: resisting charm, fear and control spells such as Hold Person and Command. Failing a Wisdom save can take you out of a fight or turn you against your friends, so it is often called the most important save.

The rarer three

  • Strength: resisting being pushed, knocked down or held by some spells and monster attacks.
  • Intelligence: uncommon, but used by some psychic attacks and mind-blasting monsters.
  • Charisma: resisting being banished, possessed or forced out of your body, as with Banishment.

Rare saves come up less often, but the effects behind them tend to be severe, so a bad Intelligence or Charisma save can still end a fight for you.

How can you improve your saving throws?

  • Raise the ability score: each +2 to the score is +1 to the save. See ability scores in 5e.
  • Resilient feat: +1 to an ability and proficiency in its saving throw. It is a popular pick for Constitution on spellcasters.
  • Paladin's Aura of Protection: from level 6, the Paladin and nearby allies add the Paladin's Charisma modifier (minimum +1) to all their saves.
  • Bless: adds a d4 to saving throws and attack rolls for up to three creatures.
  • Magic items: a Cloak of Protection or Ring of Protection adds +1 to every save.
  • Class features: Monks become proficient in all saving throws at level 14 in both rule sets. High-level Rogues gain Wisdom save proficiency at level 15 (the 2024 version adds Charisma too).

What makes you fail or roll saves at a disadvantage?

Some conditions hurt your saves. A creature that is paralyzed, stunned, petrified or unconscious automatically fails Strength and Dexterity saves. A restrained creature has disadvantage on Dexterity saves. Exhaustion differs by edition: in the 2014 rules, the third level of exhaustion gives disadvantage on saves; in the 2024 rules, each level of exhaustion subtracts 2 from every d20 roll you make, saves included. The conditions guide lists every effect.

FAQ

How do you calculate spell save DC in 5e?

Spell save DC equals 8 + your proficiency bonus + your spellcasting ability modifier. A level 1 wizard with 16 Intelligence has a DC of 8 + 2 + 3 = 13.

Is a natural 20 on a saving throw an automatic success?

Not under the standard rules in either the 2014 or 2024 Player's Handbook. Only attack rolls (and death saving throws) treat a natural 20 specially, though some tables house-rule it.

How many saving throw proficiencies do you get?

Each class gives proficiency in two saving throws. If you multiclass, you keep only the saves from your first class.

What is the most common saving throw in 5e?

Dexterity, Constitution and Wisdom saves come up most often. Constitution also covers concentration checks for spellcasters, which makes it one of the most rolled saves.

What happens if a saving throw ties the DC?

You succeed. A save only fails when the total is lower than the DC, so meeting it exactly is enough.

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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.