> [!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