
When it comes to saving throws in Dungeons & Dragons, players often debate the importance of Wisdom versus Constitution. While both are major saves, they offer different benefits. Wisdom saves tend to be more frequent and protect against mental assaults, while Constitution saves are valuable for spellcasters due to their concentration ability, helping them resist losing concentration. Sorcerers, for example, have Constitution as their only save proficiency relevant to casting spells, while Druids' innate connection with nature may provide a calm that lessens the effects of mental assaults, associated with Wisdom saves. Ultimately, the choice between prioritizing Wisdom or Constitution saves depends on the player's class, character build, and playstyle preferences.
D&D Classes with Saves on Wisdom and Constitution
| Characteristics | Values |
|---|---|
| Sorcerers | Wisdom and Constitution |
| Druids | Wisdom and Constitution |
| Clerics | Wisdom and Charisma |
| Fighters | Strength and Constitution |
| Artificers | Intelligence and Constitution |
| Rogues | Strength and Dexterity |
| Rangers | Strength and Dexterity |
| Monks | Strength and Dexterity |
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What You'll Learn

Sorcerers have Constitution save proficiency
Constitution Saving Throw Proficiency is a feature in Baldur's Gate 3, which can be acquired by different classes at different levels. For example, a Fighter can acquire it at level 1, a Barbarian at level 1, and a Sorcerer at a certain level. It should be noted that multiclassing can change the availability of saving throw proficiencies, as you only get save proficiencies from your first-level class.
The importance of Constitution save proficiency versus Wisdom save proficiency is a topic of discussion among players. Some argue that Wisdom saves feel more frequent, while others believe that Constitution is the most valuable save for casters due to concentration. Poison and disease are examples of common Constitution saves, while Wisdom saves may involve protection from evil and good, which can provide immunity to certain conditions.
In summary, Sorcerers having Constitution save proficiency is a unique feature that enhances their spellcasting abilities by granting them resistance to concentration loss. This proficiency interacts with their Charisma-based spellcasting and can be further influenced by multiclassing choices. The value of Constitution versus Wisdom saves is a strategic consideration for players when creating their characters.
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Druids have an innate connection with nature
Druids are known for their mysterious nature, emulating the ways of wild beasts and other creatures of nature. They believe that nature's health depends on a balance between the four elements of the natural world: air, earth, fire, and water. This belief system leads them to be caretakers of the natural world, ensuring that no single element dominates.
Some druids have unique abilities, such as animal companions and an innate expertise in botany and zoology, allowing them to identify various species with perfect accuracy. They also possess a natural sense for the safety of drinking water and immunity to organic poisons. Their connection to nature grants them a calm that lessens the effects of mental assault, which is reflected in their proficiency in Wisdom and Constitution saves in Dungeons & Dragons.
In the game, Druids are not the only class with saves in both Wisdom and Constitution. Sorcerers, for example, gain proficiency in both of these saving throws, representing the innate magics of the class bolstering their resistance to losing concentration. Additionally, Rangers and Monks gain proficiency in Strength and Dexterity saves, regardless of their character concept.
The choice between Wisdom and Constitution saves is an important one in D&D, as both are considered major saves. Wisdom saves tend to be more frequent and are crucial for protecting against charm and fear effects. On the other hand, Constitution saves are vital for spellcasters due to their focus on concentration, which is key to maintaining spells in combat.
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Rangers and Monks get Strength and Dexterity
Rangers and Monks are two classes in Dungeons & Dragons that get proficiency in Strength and Dexterity saves.
Rangers are a versatile class, falling somewhere between a Fighter and a Rogue. They have access to medium armor, shields, and martial weapons, but typically favour Dexterity-based builds due to their lack of heavy armor. Rangers have several features that reward high Dexterity, such as Hide in Plain Sight, which grants a bonus to Stealth checks, and Vanish, which allows them to use the hide action as a bonus during each turn. While they can be built around Wisdom through the Druidic Warrior subclass, this comes with its own drawbacks, such as requiring medium armor and having limited spellcasting abilities.
Monks are a martial class that relies heavily on Dexterity for their attacks, damage, and AC. Dexterity saves are also crucial for Monks to resist damaging AOE effects. While Strength saves are less common, they can help reduce the need for high Strength, which is not a primary ability for Monks. Monks also require Constitution and Wisdom to function effectively, and eventually gain proficiency in all saves, including death saves, through the Diamond Soul feature.
Both the Ranger and Monk classes offer flexibility in their ability scores, allowing players to choose between focusing on Strength or Dexterity while still gaining important benefits.
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Clerics have Wisdom and Charisma saves
In the game Dungeons and Dragons (D&D), different classes have different saving throws or "saves". Saving throws are a type of dice roll that represents a character's attempt to avoid damage, with each class having proficiency in two out of six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Sorcerers, for example, have proficiency in Charisma and Constitution saves, while Druids have an innate connection with nature that provides calm, making them proficient in Wisdom and Intelligence saves.
Clerics are a class in D&D that has proficiency in Wisdom and Charisma saves. While Clerics don't typically use Charisma for anything, their proficiency in Wisdom and Charisma saves makes them the most mentally constituted class in the game. This means they are better at resisting things like Calm Emotions or spells like Zone of Truth, which other classes may be susceptible to. Clerics are also full casters, meaning they can prepare any Cleric spell at the beginning of the day, and their spell list is even more open than a Wizard's.
The choice between Wisdom and Constitution saves is an important one for any spellcaster in D&D. While both are major saves, Wisdom saves tend to be more frequent and are important for resisting mental assaults. Constitution saves, on the other hand, are important for maintaining spell concentration and resisting poison and disease effects. For casters, Constitution is often considered the most valuable save due to its impact on concentration.
In terms of character creation and optimization, players may need to shuffle their ability scores around to accommodate their chosen class and role within the party. For example, martial clerics may prioritize Dexterity and Constitution, while caster clerics may focus more on Intelligence or Charisma to expand into skill-based roles. Additionally, players may choose to invest in certain feats or abilities to enhance their character's effectiveness, such as Selective Channeling or Improved Channeling for clerics.
Overall, Clerics in D&D are a diverse and interesting class with a unique set of saves in Wisdom and Charisma. These proficiencies, combined with their spellcasting abilities and healing powers, make them a valuable asset to any party.
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Fighters have Strength and Constitution saves
Fighters are a flexible class when it comes to saving throws. They get to choose their saving throw at level 1, opting for either Strength or Dexterity. This is reflected in the multiclassing section of the Player's Handbook, which states that fighters require a "Strength 13 or Dexterity 13".
The Fighter class gets Constitution as its common save and Strength as its uncommon save. This means that fighters are proficient in Constitution saves, which are considered one of the three common saving throws in D&D, along with Dexterity and Wisdom. Strength saves, on the other hand, are uncommon, with Intelligence and Charisma being the other two saves in this category.
Some players opt to build a Dex-based Fighter, which can be achieved by choosing the Resilient feat at level 4, granting proficiency in Dexterity saving throws. However, allowing a Fighter to replace Strength with Dexterity as their chosen save would result in them having proficiency in two common saves, making them far more powerful than other characters.
The choice between Strength and Dexterity saves for Fighters is not just a matter of rules and balance but also character concept and playstyle. Ultimately, the decision is up to the player, and it can be made at level 1 to suit their preferred style of play.
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Frequently asked questions
None. If a class has wisdom saves, it cannot have constitution saves, and vice versa. Rangers and Monks have proficiency in Strength and Dexterity saves, while Clerics have saves in Wisdom and Charisma.
The Cleric class has saves in Wisdom and Charisma. Rogues, Artificers, and Fighters also have saves in Wisdom, along with other abilities.
The Sorcerer class has saves in Constitution and Charisma. Rangers, Monks, and Fighters also have saves in Constitution, along with other abilities.

























