
Saving throws are used in D&D to resist harmful effects imposed on a character. Successful saves prevent or mitigate the effect, while failed saves do not. A saving throw is made by rolling a d20 and adding the relevant ability score modifier to the result. For example, a Constitution saving throw uses the Constitution modifier. Each ability score affects certain areas: Strength, Constitution, Dexterity, Wisdom, Intelligence, and their respective saves are used to resist or evade specific types of effects. Constitution saving throws, or Con saves, are specifically used to resist poison, disease, and other harmful physical effects. Monsters can have saving throw proficiencies, and their saves are calculated similarly by adding their modifier and any proficiency bonus. The result of a saving throw is binary—either success or failure—and the outcome of a successful save depends on the specific effect being resisted.
| Characteristics | Values |
|---|---|
| What is a saving throw? | A saving throw is a d20 roll that’s made to resist something dangerous, such as a spell or magical effect, trap, poison, disease, or certain enemy attacks. |
| What is a Constitution Saving Throw? | Constitution governs a character’s vitality. CON saves are used to resist poison, disease, and other harmful physical effects. |
| How do you calculate a saving throw? | Roll a d20 and add your character’s ability score modifier to the result to calculate a saving throw. Add a proficiency bonus if they're proficient in that saving throw. |
| How do you calculate a Constitution Saving Throw for monsters? | Roll a d20, then look up their stat block. If they are proficient in Con saves, you will see a Constitution saving throw bonus under their stats. If not, you just add the Con modifier. |
| What is a Death Saving Throw? | Death saving throws are a special type of saving throw made by playable characters after they have been downed. Death saves are made once per turn while the character remains downed. Death saving throws are not associated with an ability score and so don't get any modifiers. They only benefit from bonuses that apply to all saving throws or specifically to death saves. |
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What You'll Learn
- Constitution saving throws for monsters can be modified by a bonus or penalty
- Proficiency in a saving throw allows you to add your proficiency bonus
- The DC calculation depends on the severity of the threat
- Successful saves prevent or reduce the effect, and failed saves do not
- Constitution saving throws are used to resist poison, disease, and other harmful physical effects

Constitution saving throws for monsters can be modified by a bonus or penalty
If a character is proficient in a certain type of saving throw, they add their proficiency bonus to the roll as well. This proficiency bonus increases as the character levels up, starting at +2 at level 1 and reaching +6 at level 20.
Constitution saving throws are specifically used to resist poison, disease, and other harmful physical effects. For example, if a spellcaster is injured while concentrating on a spell, they must make a Constitution saving throw to maintain their concentration. The DC (Difficulty Class) for this save is equal to half the damage taken or 10, whichever is higher.
Monsters can also have saving throw proficiencies and may have bonuses to their Constitution saving throws. These bonuses can make it more challenging for players to overcome the monster's resistance to harmful effects, such as spells or traps.
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Proficiency in a saving throw allows you to add your proficiency bonus
Each class gives proficiency in at least two saving throws. For example, a wizard is proficient in Intelligence saves. Proficiency in a saving throw allows a character to add their proficiency bonus to saving throws made using a particular ability score. This also applies to monsters, some of which have saving throw proficiencies.
The Difficulty Class (DC) for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw required by a spell is determined by the caster's spellcasting ability and proficiency bonus. The DC of a threat that doesn't originate from a spellcaster, such as a trap or poison, is based on how serious the threat is intended to be. For instance, a weak trap might have a DC of 5, while a potent venom could impose a DC of 15.
If a character is proficient in Dexterity saving throws and is hit by a fireball, they add their proficiency bonus to the saving throw, along with their dexterity modifier. This also applies to all other stats and ability checks. If a character is making a nature check, for example, and is proficient in Wisdom, they would add their Wisdom modifier and their proficiency bonus to the dice roll.
It is important to note that proficiency bonuses cannot be added to a single die roll or other number more than once.
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The DC calculation depends on the severity of the threat
The DC, or Difficulty Class, calculation is dependent on the severity of the threat. Saving throws are used to resist harmful effects imposed on a character, and successful saves prevent or reduce the effect, while failed saves do not. The DC is determined by the game based on how serious the threat is intended to be. For example, a trap with low effectiveness might have a DC of 5, while a highly effective trap could have a DC of 15. A slightly spoiled apple might impose a DC 5 Constitution save, while potent snake venom could impose a DC 15 Constitution save.
Death saving throws are a special type of saving throw made by playable characters after they have been downed. Death saves are always DC 10 and are made once per turn while the character remains downed. If a downed character receives damage from any source that isn't a critical hit, they automatically fail one death saving throw. A critical hit against a downed character results in two failed saves.
Saving throws represent a creature's attempt to "save" themselves from harm. Spells, actions taken by other creatures, and hazards like traps and surfaces frequently allow targets to attempt a save. Each save is associated with a specific ability, such as Strength, Dexterity, or Constitution, and a save DC that the creature attempts to roll against. When attempting a save, the creature adds an ability score modifier corresponding to the save's associated ability and, if proficient in saves made using that ability, their proficiency bonus as well.
The outcome of a successful save depends on the effect in question, typically reducing or negating the damage or conditions inflicted. For example, successfully saving against a spike trap might result in taking no damage, while saving against a fireball spell might only halve the damage.
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Successful saves prevent or reduce the effect, and failed saves do not
Saving throws are an attempt to resist an effect being forced upon a character, such as a spell, trap, poison, or disease. They are made when a character is at risk of harm and wants to avoid or reduce the effect. To make a saving throw, a player rolls a d20 and adds the relevant ability modifier. For example, for a Constitution saving throw, a player would use their Constitution modifier.
In the case of Constitution saving throws, a successful save can prevent or reduce the effect of a harmful physical impact on a character, such as poison or disease. A failed save means the character is fully affected by the impact. For example, a successful save against a spike trap could mean that a character takes no damage because they successfully evaded the spikes. On the other hand, if caught in the area of effect of a fireball, a successful save will only halve the damage.
Constitution saving throws are also used to maintain concentration on a spell. When a spellcaster takes damage while concentrating on a spell, they must make a Constitution saving throw with a DC equal to half the damage taken or 10, whichever is higher.
The DC or difficulty class is the number that needs to be beaten for a successful save. It is based on how serious the threat is intended to be. For example, an ineffective trap might have a DC of 5, while a potent venom from a snake could have a DC of 15.
Monsters can also have Constitution saving throws, and they often have fairly strong ones. To calculate a monster's Constitution saving throw, you would roll a d20 and then look up their stat block. If they are proficient in Constitution saves, there will be a Constitution saving throw bonus listed under their stats, which can be added to the roll.
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Constitution saving throws are used to resist poison, disease, and other harmful physical effects
Constitution saving throws are a type of saving throw that is used to resist poison, disease, and other harmful physical effects. Saving throws are made to resist something dangerous, such as a spell, trap, poison, or disease. They represent a creature's attempt to save themselves from harm. Spells and actions taken by other creatures often allow their targets to attempt a save, and the same goes for hazards like traps and surfaces.
Each save has an associated ability, such as a Strength saving throw or a Dexterity save, and a save DC that the creature attempting to save rolls against. When attempting a save, a creature adds an ability score modifier corresponding to that save's associated ability. If they are proficient in saves made using that ability, they also add their proficiency bonus. The result of an attempted saving throw is binary: it is either a success or a failure. A successful save can mean completely avoiding negative effects, reducing the damage received, or both. For example, successfully saving against a spike trap could mean taking no damage, whereas a successful save in the area of effect of a fireball would halve the damage.
To make a saving throw, one rolls a d20 and adds the appropriate ability modifier. For example, for a Constitution saving throw, one would use their Constitution modifier. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the Narrator.
Death saving throws are a special type of saving throw made by playable characters after they have been downed. They are made once per turn while the character remains downed, and a critical hit against a downed character results in two failed saves.
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Frequently asked questions
A saving throw is a d20 roll that’s made to resist something dangerous, such as a spell or magical effect, trap, poison, disease, certain enemy attacks, etc.
Roll a d20 and add the monster's Constitution modifier to the dice total. If the monster is proficient in Con saves, add its proficiency bonus as well.
A Constitution Saving Throw is a type of saving throw that is used to resist poison, disease, and other harmful physical effects.

























