Disease Immunity: Saving Throws In D&D 5E

what disease needs constitution saves in d&d 5e

In D&D 5e, a saving throw is a d20 roll that helps resist dangerous situations, such as spells, traps, poisons, diseases, enemy attacks, or environmental hazards. Constitution (CON) is a measure of a character's health, stamina, and ability to endure physical pain, fatigue, or extreme weather conditions. A high CON score indicates a stronger resistance to diseases and poisons. Constitution saving throws are used when a character is affected by substances or effects that threaten their physical well-being, such as diseases or poisons. It is a vital ability for all characters, as it determines their ability to endure hardships and recover from injuries.

Characteristics Values
What is a Constitution Saving Throw in D&D? A d20 roll that’s made to resist something dangerous, such as a spell or magical effect, trap, poison, disease, certain enemy attacks, or an environmental hazard.
What does it refer to? Your ability to resist physical pain or fatigue, or other physical effects.
Who needs to make a Con saving throw? Your DM should tell you if you need to make a Con saving throw.
What are the benefits of a high Constitution score? Characters with higher Constitution tend to suffer less from lack of food, fight off diseases and poisons more easily, and last longer in combat.
How does Constitution compare to other abilities? It is considered one of the most important abilities in the game, and is especially valuable for casters.
How does it impact the character's health? It gives hit points and saving throws against disease, poison, and other Con-based items.

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Poison

Contact poison can be smeared on an object and remains potent until it is touched or washed off. Crawler mucus is an example of contact poison, which must be harvested from a dead or incapacitated crawler. A creature subjected to crawler mucus must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ingested poison requires a creature to swallow an entire dose to suffer its effects. Midnight tears is an example of an ingested poison. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Inhaled poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. Essence of Ether and Malice are examples of inhaled poisons. A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. Drow poison is an example of an injury poison, which is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must make a DC 10 Constitution saving throw.

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Disease

In D&D 5e, a saving throw is a d20 roll that resists dangerous situations, such as spells, magical effects, traps, poisons, diseases, enemy attacks, or environmental hazards. A Constitution (CON) saving throw is a type of saving throw that measures a character's health, stamina, and vital force, as well as their ability to push themselves beyond their limits.

Constitution saving throws are used when a character is targeted by poisons, diseases, or other substances that threaten their physical well-being. It also comes into play when a character undergoes physical stress, fatigue, or extreme weather conditions. For example, a character with a 16 CON would get a +3 bonus to their constitution saving throw, helping them resist the effects of a disease.

Constitution is an important ability score for all characters in the game, as it determines their health and stamina. A character with a higher Constitution is better able to fight off diseases and poisons and can last longer in combat. Additionally, a high Constitution score can reduce the negative impacts of lacking food, water, or sleep.

While Constitution is important, it is also redundant with Strength for the purpose of Fortitude defense. As a result, some players may choose to focus on Strength instead, especially if it is necessary for attack rolls, class features, or skill checks. Ultimately, the decision to prioritize Constitution or other abilities depends on the character build and playstyle preferences.

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Traps

In D&D 5e, a saving throw is a d20 roll that helps resist dangerous situations, such as spells, magical effects, traps, poisons, diseases, enemy attacks, or environmental hazards. A constitution saving throw is a specific type of saving throw that is used to resist physical pain, fatigue, or other physical effects.

Constitution, or CON, is a measure of a character's health, stamina, and vital force. It also determines their ability to push themselves beyond their normal limits. A higher constitution score means a character can better withstand a lack of food, fight off diseases and poisons, and last longer in combat.

Diseases are a common occurrence in the game, and they often require players to make Constitution saving throws to resist their effects. Some examples of diseases in D&D 5e include:

  • Slimy Doom: This disease is caused by handling a creature infected with the slimy doom parasite. It requires a Constitution saving throw to resist, and failure results in the character taking damage and being poisoned until the disease is cured.
  • Flesh Rot: This terrible disease causes the flesh of the infected to slowly rot away. It requires a Constitution saving throw to resist and can result in severe damage and even death if left untreated.
  • Filth Fever: This fever is caused by exposure to filth, hence its name. It requires a Constitution saving throw, and failure results in exhaustion and a decrease in the character's hit points.

In addition to diseases, poisons, and traps, Constitution saving throws are also used to resist spells that target a character's physical well-being. For example, a spellcaster who is injured while concentrating on a spell must make a Constitution saving throw to maintain their concentration and avoid losing the spell.

Overall, Constitution is an important ability score in D&D 5e, and Constitution saving throws are a crucial aspect of the game, helping characters resist a variety of dangers and maintain their health and stamina.

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Environmental hazards

Dungeons and Dragons (DnD) 5th edition is a complex game with many challenges for players to navigate. One such challenge is environmental hazards, which can include dangerous terrain, harsh weather, and diseases.

One example of an environmental hazard is radiation sickness, which is considered a treatable disease. It can be cured using the "treat disease" aspect of the Treat Injury skill, and requires a medical kit. Advanced medicine and technology can also eliminate radiation sickness. Another environmental hazard is a flesh-eating disease, which incubates in decomposing meat. When a humanoid comes into contact with contaminated objects or rotting bodies, they must make a constitution saving throw or become infected. The disease causes painful blue blisters on the skin and gums, and the infected character's hit point maximum is reduced.

Other environmental hazards include dangerous creatures and harsh conditions, such as corrosive slime or patches of mould that feed on warmth. Additionally, gravity conditions can vary between environments, with low gravity environments making creatures bounce when they walk and reducing the damage they take from falling.

Players must also be aware of the dangers posed by extreme weather conditions, such as very deep water, which can cause navigational issues and water pressure damage. Cold weather can also be hazardous, with unprotected characters in cold weather needing to make a Fortitude save or take nonlethal damage from the cold.

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Physical effects

A character's Constitution (CON) is a measure of their health, stamina, and vital force. It determines their ability to resist physical pain, fatigue, and other physical effects. A successful Constitution save allows a character to fight off diseases and poisons, and last longer in combat.

Constitution saves are common and vital to a character's success in D&D 5E. They are used to resist dangerous situations, such as spells, magical effects, traps, poisons, diseases, certain enemy attacks, or environmental hazards. For example, a character may need to make a Constitution save to resist the effects of a poison or disease, or to maintain concentration on a spell when injured. Failing a Constitution save can have debilitating consequences, such as gaining conditions like blindness, petrification, poisoning, or exhaustion.

The physical effects of diseases that require Constitution saves in D&D 5E can vary depending on the specific disease. Some examples include:

  • Fatigue and weakness: The character may feel tired, weak, and unable to exert themselves physically.
  • Reduced stamina: The character may find themselves out of breath more quickly or unable to run or fight for extended periods.
  • Physical ailments: This could include anything from minor ailments like rashes or headaches to more serious issues like organ damage or impaired movement.
  • Impaired senses: The character's senses, such as sight, hearing, taste, smell, or touch, may be affected, leading to conditions like blindness or deafness.
  • Extreme physical changes: In extreme cases, a disease may cause drastic physical changes, such as deformities, extreme weight loss, or the growth of unnatural body parts.

The severity of these physical effects can vary depending on the disease's potency and the character's Constitution score. A higher Constitution score can make a character more resilient to the effects of diseases and other physical ailments. Additionally, certain classes and subclasses in D&D 5E, such as Artificers, Barbarians, Fighters, and Sorcerers, may have proficiency in Constitution saves, further increasing their ability to resist these physical effects.

Frequently asked questions

A saving throw is a d20 roll that’s made to resist something dangerous, such as a spell, trap, poison, disease, or enemy attack. A Constitution Saving Throw, or Con Save, is made using your character's Constitution bonus and refers to their ability to resist physical pain, fatigue, or other physical effects.

Constitution Saves are important because they are common and can be vital to a character's success. Failing a Con Save can have debilitating effects, such as gaining conditions like blindness, petrification, poisoning, or exhaustion.

Your Dungeon Master (DM) should tell you if you need to make a Con Saving Throw. For example, if your character is affected by a spell that targets their physical well-being, you may need to make a Con Save to resist the effects.

Yes, a high Constitution score gives your character more hit points and makes them better able to resist diseases, poisons, and other physical challenges. Additionally, a high Con score can increase the amount of time a character can hold their breath, go without food or sleep, or dash during a chase.

A low Constitution score may result in a character being more susceptible to diseases, poisons, and other physical ailments. It could also mean they have lower hit points and less stamina, making them less effective in combat and other physically demanding situations.

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