Hey guys, I'm getting a bit confused in working out the values of certain saving throws. I know how to do it when designing traps and such, just picking a number based on how easy/difficult I want the trap to be. But when it comes to other stuff, such as the Dex saving throw of the Light cantrip, I don't get it. If my player uses Light on the enemy, the enemy has to perform a Dex saving throw in order to avoid it, but how do I know what number the enemy has to get? I've been googling and searching the DM's Guide, but I can't seem to find the answer.
I know that the Beyond character sheets calculate these things automatically, but for reasons I won't go into right now, my players won't be using character sheets straight away at the start of the campaign I'm prepping, so I need to be able to work out these numbers on the fly.
likewise, the bonus for any saving throw is the ability modifier + proficiency bonus - IF they have proficiency in that saving throw.
if you have the same level 1 wizard as Noksa mentioned, his INT is 14 and has proficiency in INT saving throws - 2 + 3 = 5 bonus to an intelligence saving throw.
All means of learning spells (race feature, class feature, feat) tells you what the spellcasting ability is. Magic items that grant spells to non-spellcasters tell you what the spell's save (or hit bonus) is.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey guys, I'm getting a bit confused in working out the values of certain saving throws. I know how to do it when designing traps and such, just picking a number based on how easy/difficult I want the trap to be. But when it comes to other stuff, such as the Dex saving throw of the Light cantrip, I don't get it. If my player uses Light on the enemy, the enemy has to perform a Dex saving throw in order to avoid it, but how do I know what number the enemy has to get? I've been googling and searching the DM's Guide, but I can't seem to find the answer.
I know that the Beyond character sheets calculate these things automatically, but for reasons I won't go into right now, my players won't be using character sheets straight away at the start of the campaign I'm prepping, so I need to be able to work out these numbers on the fly.
| D100 Non-combat Random Encounter Table | Enchantments Galore |
| Pulsing Brazier Magic Trap | Gnome Capsule Machine | Language - A Primer |
The DC of any spell is 8 + casters spell mod+ proficiency
If you have a lvl 1 wizard with 14 int, it would be 8+2 int bonus+2 proficiency bonus = DC 12
likewise, the bonus for any saving throw is the ability modifier + proficiency bonus - IF they have proficiency in that saving throw.
if you have the same level 1 wizard as Noksa mentioned, his INT is 14 and has proficiency in INT saving throws - 2 + 3 = 5 bonus to an intelligence saving throw.
All means of learning spells (race feature, class feature, feat) tells you what the spellcasting ability is. Magic items that grant spells to non-spellcasters tell you what the spell's save (or hit bonus) is.