
To calculate beating a Constitution saving throw in Dungeons & Dragons 5th edition, you need to roll a d20 and add your character's ability score modifier to the result. This is sometimes referred to as a Con save. If you have proficiency in a saving throw, you can also add your proficiency bonus to the roll. The DC, or difficulty class, determines how tough it is to beat. If the number you roll for your saving throw equals or exceeds the DC, it's a success; if it's below the DC, it fails.
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What You'll Learn

Roll a d20
A d20 is a 20-sided die used in role-playing games like Dungeons and Dragons (DnD). The d20 is used for all ability checks, saving throws, and attack rolls in the game. The shape of the die is an icosahedron, with 20 equilateral triangle faces, each numbered from 1 to 20. The randomness of the d20 roll adds excitement to the game, as each move becomes unpredictable.
When playing DnD, you might be asked to make a constitution saving throw, or CON save, to resist poison, disease, or other harmful physical effects. To do this, you roll a d20 and add your character's constitution modifier, which can be found on the character sheet. Constitution modifiers are based on your ability score. For example, a character with a constitution score of 20 will have a modifier of +5, while a score of 7 gives a modifier of -2. So, if you roll a 13 on the d20 and your character has a CON modifier of +2, your constitution saving throw would be a 15 (13 + 2).
The success of a saving throw depends on the Difficulty Class (DC) of the enemy's effect. If the number you roll for your saving throw equals or exceeds the DC, you succeed; if it's below, you fail. The DC represents how tough it is to beat the enemy's effect.
In addition to the d20 roll and ability score modifier, you may also add your proficiency bonus to the total if you have proficiency in that particular saving throw. Each DnD class gives proficiency in two related saving throws, and the proficiency bonus increases gradually as you level up. For example, at level 1, the proficiency bonus is +2, while at level 20, it becomes +6.
The d20 die is not just used for games but can also be a fun decision-making tool in everyday life. You can use it to make choices, such as deciding what to have for dinner or which movie to watch.
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Add your proficiency bonus
In D&D, a proficiency bonus is a specific number of points that are added to a player's throw when they are doing something their character is uniquely proficient in. All level 1 characters, regardless of class or race, get a +2 proficiency bonus. The bonus increases to +3 at level 5 and continues to increase until it reaches +6 at level 17. The proficiency bonus is separate from the ability modifier and is added to the dice roll after the ability modifier has been added.
For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.
Proficiency bonuses can also be doubled in certain circumstances, such as when rogues or bards apply an expertise feat to one or two skills.
In the context of Constitution saves, a player would first roll a d20 and then add their Constitution modifier to the dice total. If the character has proficiency in Constitution saves, the proficiency bonus is then added to the total. The final number is the character's Constitution saving throw, which is compared to the DC, or "difficulty class", to determine success or failure.
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Add your Con modifier
When calculating a Constitution saving throw, you roll a d20 and add your character's Constitution modifier. Constitution modifiers can be positive or negative, depending on your character's ability score. For example, a character with a Constitution score of 20 will have a modifier of +5, while a score of 7 will result in a -2 modifier.
Constitution saving throws are used to resist poison, disease, and other harmful physical effects. The success of a saving throw depends on the DC, or "difficulty class," set by the Dungeon Master (DM). If your roll, including your Constitution modifier, equals or exceeds the DC, you succeed in the saving throw.
In addition to the Constitution modifier, you may also add your proficiency bonus to the roll if your character is proficient in Constitution saving throws. This bonus increases gradually as your character levels up, starting at +2 at level 1 and reaching +6 at level 20.
For example, if your character has a Constitution modifier of +2 and you roll a 13 on your d20, your total Constitution saving throw would be 15 (13 + 2). This value then needs to be compared to the DC set by the DM to determine success or failure.
Constitution modifiers also play a crucial role in determining your character's hit points. Each time you level up, you add your Constitution modifier to each Hit Die you roll for your hit points. If your Constitution modifier increases or decreases, your hit point maximum is adjusted accordingly.
Furthermore, Constitution modifiers can influence the effectiveness of certain abilities and spells. For instance, when calculating a spell's save DC, you typically add 8, the spellcasting ability modifier, and proficiency bonus. By adding your Constitution modifier to these calculations, you can enhance your character's abilities and increase their chances of success in various situations.
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Compare to the DC
The DC, or "difficulty class", is the number that a roll must meet or beat to be a success. For a Constitution saving throw, a player must roll a d20 and add their character's constitution modifier, which is based on their ability score. For example, a character with a constitution of 20 would have a modifier of +5, whereas a character with a constitution of 7 would have a modifier of -2. If a character has proficiency in Constitution saves, they will also add their proficiency bonus to the roll.
The DC is provided by the player and is usually calculated as 8 + proficiency bonus + modifier. For example, a character with a +2 modifier and a proficiency bonus of +2 would need to roll a 13 or higher to succeed.
The DC can also refer to the difficulty of an enemy's effect, which determines how tough it is to beat. In this case, the player must roll a number that equals or exceeds the DC for it to be a success.
It's worth noting that a Constitution saving throw is used to resist poison, disease, and other harmful physical effects.
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Success or failure
A saving throw is a d20 roll that is used to resist dangerous situations, such as spells, traps, or enemy attacks. The success of a saving throw depends on the Difficulty Class (DC) or "difficulty level" set by the Dungeon Master (DM). Players must roll a d20 and add their ability score modifier to the dice total. If the total equals or exceeds the DC, the saving throw is a success; if it's below the DC, it fails. For example, if a character has a CON modifier of +2 and rolls a 13 on their d20, their saving throw would be a 15 (13 + 2), which could be a success or failure depending on the DC set by the DM.
In the case of Constitution saves specifically, players must add their CON modifier to their d20 roll. If a character has a high CON score, they will have a higher modifier, increasing their chances of success. Some classes, such as Artificers, Barbarians, Fighters, and Sorcerers, are also proficient in CON saving throws, allowing them to add their proficiency bonus to their roll. The proficiency bonus increases gradually as the character levels up.
Additionally, each source of save-imposing abilities will provide a Save DC to escape it. For spells, this is the "Spell Save DC" found in the caster's Spellcasting Feature description. The Spell Save DC is calculated as 8 + proficiency bonus + spellcasting modifier (e.g., charisma for a bard). To succeed in resisting the spell, the player's d20 roll plus their CON modifier must be equal to or higher than the Spell Save DC.
It's important to note that the DM plays a crucial role in determining success or failure. They decide when a CON saving throw is required and evaluate whether the player's roll meets or beats the DC. The DM also has the discretion to allow players to apply their proficiency bonus in certain situations, such as when a character's athleticism influences their ability to make a long swim.
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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, magical effect, trap, poison, or disease.
Your DM will tell you if you need to make a Con saving throw.
Roll a d20 and add your character's constitution modifier.
A character's constitution modifier is based on their ability score. For example, if your character has a constitution of 20, their modifier will be +5.
The DC is the number you need to meet or beat. The caster's spell save DC is the number to beat.

























