Difference between revisions of "Saving Throws"

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| '''1-4''' || 12 || 11 || 13 || 14 || 15 || 15  
 
| '''1-4''' || 12 || 11 || 13 || 14 || 15 || 15  
 
|-
 
|-
| '''5-8''' || 11 || 10 || 12|| 13 || 14 || 14
+
| '''5-8''' || 11 || 10 || 12 || 13 || 14 || 14
 
|-
 
|-
 
| '''9-13''' || 9 || 8 || 10 || 11 || 12 || 12  
 
| '''9-13''' || 9 || 8 || 10 || 11 || 12 || 12  
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| '''16+''' || 9 || 10 || 10 || 9 || 11 || 9  
 
| '''16+''' || 9 || 10 || 10 || 9 || 11 || 9  
 
|}
 
|}
 
+
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
 +
|+ Assassins & Thieves
 +
! Level !! Poison !! Paralyze<br>& Petrify !! Polymorph !! Rod, Staff<br>& Wand !! Breath<br>Weapon !! Other<br>Magic
 +
|-
 +
| '''1-6''' || 13 || 12 || 14 || 14 || 16 || 15
 +
|-
 +
| '''7-11''' || 12 || 11 || 13 || 12 || 15 || 13
 +
|-
 +
| '''12-15''' || 11 || 10 || 12 || 10 || 14 || 11
 +
|-
 +
| '''16-19''' || 10 || 9 || 11 || 8 || 13 || 9
 +
|-
 +
| '''20+''' || 9 || 8 || 10 || 6 || 12 || 7
 +
|}
 +
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
 +
|+ Illusionists, Mages & Monks
 +
! Level !! Poison !! Paralyze<br>& Petrify !! Polymorph !! Rod, Staff<br>& Wand !! Breath<br>Weapon !! Other<br>Magic
 +
|-
 +
| '''1-4''' || 14 || 12 || 12 || 11 || 15 || 12
 +
|-
 +
| '''5-8''' || 13 || 11 || 10 || 9 || 13 || 10
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|-
 +
| '''9-12''' || 11 || 10 || 8 || 7 || 11 || 8
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|-
 +
| '''13-17''' || 10 || 9 || 6 || 5 || 9 || 6
 +
|-
 +
| '''18+''' || 8 || 8 || 4 || 3 || 7 || 4
 +
|}
 
To succeed in a saving throw, the shown rolls must be equalled or bettered by the characters that have been attacked, according to their level and hit dice (see below for notes about monsters).
 
To succeed in a saving throw, the shown rolls must be equalled or bettered by the characters that have been attacked, according to their level and hit dice (see below for notes about monsters).

Revision as of 01:58, 27 June 2020

Saving Throws are die rolls used to determine whether magic, poison or various other forms of non-melee attacks are effective against a character or monster. The actual means by which the attack is minimized or avoided is a source for much contention; this wiki takes the position that success indicates that the defender has dodged, eluded, withdrawn from, escaped, fended off, resisted, overcame, stoop up to or mentally resisted or benefitted from enormous luck that mitigates the effect of the attack. And that further the potential for escaping such attacks promotes a better game-playing experience.

Clerics, Druids & Paladins
Level Poison Paralyze
& Petrify
Polymorph Rod, Staff
& Wand
Breath
Weapon
Other
Magic
1-4 12 11 13 14 15 15
5-8 11 10 12 13 14 14
9-13 9 8 10 11 12 12
14-18 8 7 9 10 11 11
19+ 7 6 8 9 10 10
Bards, Fighters & Rangers
Level Poison Paralyze
& Petrify
Polymorph Rod, Staff
& Wand
Breath
Weapon
Other
Magic
1-3 15 15 16 15 17 15
4-7 14 14 15 13 16 14
8-10 12 13 13 12 14 12
11-15 11 12 11 10 13 11
16+ 9 10 10 9 11 9
Assassins & Thieves
Level Poison Paralyze
& Petrify
Polymorph Rod, Staff
& Wand
Breath
Weapon
Other
Magic
1-6 13 12 14 14 16 15
7-11 12 11 13 12 15 13
12-15 11 10 12 10 14 11
16-19 10 9 11 8 13 9
20+ 9 8 10 6 12 7
Illusionists, Mages & Monks
Level Poison Paralyze
& Petrify
Polymorph Rod, Staff
& Wand
Breath
Weapon
Other
Magic
1-4 14 12 12 11 15 12
5-8 13 11 10 9 13 10
9-12 11 10 8 7 11 8
13-17 10 9 6 5 9 6
18+ 8 8 4 3 7 4

To succeed in a saving throw, the shown rolls must be equalled or bettered by the characters that have been attacked, according to their level and hit dice (see below for notes about monsters).