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
- Bard: Dexterity and Charisma
- Cleric: Wisdom and Charisma
- Fighter: Strength and Constitution
- Monk: Strength and Dexterity
- Paladin: Wisdom and Charisma
- Ranger: Strength and Dexterity
- Rogue: Dexterity and Intelligence
- Sorcerer: Constitution and Charisma
- Warlock: Wisdom and Charisma
- Wizard: Intelligence and Wisdom
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 10 + 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 16 (10+6). Any Goblin who doesn't roll at least draw 16, will take 3d10 damage (The sum of three rolls of a d10 die), and any who does, will take half that amount.
Saving Throws are affected by the Ability Score Modifier of the ability they're tied to. In addition to that, a creature can be Proficient in a type of Saving Throw, allowing it to add its Proficiency Bonus to the roll.
|Ability Score||Modifier Value|
Saving Throws can also be affected by Advantage or Disadvantage. For example, Elves have Advantage on Saving Throws against being Charmed. As another example, the Bleeding condition incurs Disadvantage on Constitution Saves.
Some spells can also affect a saving throw, such as Bane, Bless, and Resistance.