> [!columns|3 no-t] > >[!abstract|no-i title-center] **[[Proficiency]]** > > > [!example|no-i title-center] **[[Elmanon]]** > > > [!question|no-i title-center] **[[Player Hub]]** > [!warning|no-i title-center] **[[Adventurer's Guild]]** --- A *saving throw*-also called a *save*-represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a [[Spells|Spell]] trying to invade your mind. You don't normally choose to make a *save*; you must make one because your character or a monster (if you're the [[GM]]) is at risk. A *save's* results is detailed in the effect that caused it. If you don't want to resist the effect, you can choose to fail the *save* without rolling. ## Ability Modifier *Saving throws* are named for the [[Ability Modifier]] they use: a [[Constitution]] *saving throw*, a [[Wisdom]] *saving throw*, and so on. Different saving throws are used to resist different kinds of effects, as shown on the table below. | Ability | Make a Save To... | | ---------------- | ------------------------------ | | [[Strength]] | Physically resist direct force | | [[Dexterity]] | Dodge out of harm's way | | [[Constitution]] | Endure a toxic hazard | | [[Intelligence]] | Recognize an illusion as fake | | [[Wisdom]] | Resist a mental assault | | [[Charisma]] | Assert your identity | ## Saving Throw Proficiencies [[Proficiency]] in a *saving throw* lets a character add their [[Proficiency Bonus]] to *saves* that use a particular [[Abilities|Ability]]. >[!example] >For example, [[Proficiency]] in [[Wisdom]] *saves* lets you add your [[Proficiency Bonus]] to your [[Wisdom]] *saves*. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each [[Classes|Class]] gives [[Proficiency]] in at least two *saving throws*, representing that class's training in evading or resisting certain threats. [[Wizard|Wizards]], for example, are proficient in [[Intelligence]] and [[Wisdom]] saves; they train to resist mental assault. ## Difficulty Class The Difficulty Class for a *saving throw* is determined by the effect that causes it or by the [[GM]]. >[!example] >For example, if a spell forces you to make a save, the DC is determined by the caster's [[Spellcasting Ability]] and [[Proficiency Bonus]]. Monster abilities that call for saves specify the DC. **Source:** > [!quote] Player's Handbook 2024 p. 11-12, 14