Saving Throw is a mechanic in Baldur's Gate 3.Saving throws are used to calculate the defense of a character against many effects or Spells in the game. Each of these has its own Difficulty Class (DC), which the character must make a saving throw of the die against in order to protect themselves.

Saving Throw in Baldur's Gate 3

A saving throw (also called a save) represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm

Making a Saving Throw

To make a saving throw, roll a D20 and add the appropriate Ability Modifier for the character. Just like Ability Checks and Attack Rolls, you must hit the target number or higher in order to succeed.

A saving throw can be modified by a situational bonus or penalty and can be affected by Advantage and Disadvantage.

The result of a successful or failed saving throw. Usually, a successful save means that a character suffers no harm, or reduced harm, from an effect

Saving Throw Difficulty Class

The Difficulty Class (DC) for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus

Saving Throw Proficiency

Each Class gives proficiency in two Saving Throws. The wizard, for example, is proficient in Intelligence saves. As with Skill proficiencies, Proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.

Saving Throw Proficiency By Class

Saving Throws and Spells

If you are making a spellcasting character, like a Wizard or Sorcerer you want to have the highest DC you can on your Spells because this will make it harder for Enemies to successfully rolling a Saving Throw. 

Such as is the case with Weapons, each Spellcasting class uses a different Ability that is used to calculate the Spellcasting Ability Modifier

The DC to resist one of your spells is calculated is always 8 + Spellcasting Ability Modifier.

For example, if your Druid casts the spell Call Lightning around a bunch of Goblins. The Druid's Wisdom is 23, so he has a Spellcasting Ability Modifier of +6. This means the DC of this Spell is 14 (8+6). Any Goblin who doesn't roll at least draw 14, will take 3d10 damage (The sum of three rolls of a d10 die), and any who does, will take half that amount.








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