A saving throw is a d20 roll you make to resist or partially resist a harmful effect — a spell, a trap, a poison, a breath weapon. There are three saves: Fortitude (body and health), Reflex (agility and evasion), and Will (mental and spiritual resistance). Meet or beat the Difficulty Class (DC) and you succeed; fall short and you fail.

Save Formulas

Save Formula Key ability Resists
Fortitude Base + CON + misc Constitution Poison, disease, energy drain, death effects, suffocation, some spells (e.g. finger of death)
Reflex Base + DEX + misc Dexterity Area of effect spells and effects you can dodge (fireballs, breath weapons, traps)
Will Base + WIS + misc Wisdom Mind-affecting spells (charm, fear, compulsion), illusions, some supernatural effects

Base save bonus is granted by your class and level. Most classes have a good progression (+2 at 1st level, +1 every 2 levels thereafter, reaching +12 at 20th) in one or two saves and a poor progression (+0 at 1st, +1 every 3 levels, reaching +6 at 20th) in the rest.

What Adds to Saves

Source Bonus type Notes
Cloak of resistance Resistance +1 to +5 to all three saves. Only one resistance bonus applies at a time.
Bless, prayer Morale Applies to saves when the spell includes them. Only the highest morale bonus applies.
Racial traits Racial Dwarves get +2 vs. poison and spells; Gnomes get +2 vs. illusions; etc.
Iron Will, Lightning Reflexes, Great Fortitude feats Each grants +2 to one save. Improved versions add an additional +2 and let you re-roll once/day.
Paladin's Divine Grace Sacred Adds CHA modifier to all saving throws. Stacks with everything.
Luck bonuses Luck Prayer, bestow grace, divine favor. Only highest luck bonus applies.

Save DCs

The DC for a saving throw is set by the effect's source:

  • Spells: DC = 10 + spell level + caster's key ability modifier (INT for Wizard, WIS for Cleric, CHA for Sorcerer/Bard/Oracle). Spell Focus feats add +1 or +2 to DC for spells of a chosen school.
  • Spell-like abilities (Sp): same formula as spells — 10 + effective spell level + CHA modifier (unless the ability specifies otherwise).
  • Poisons: DC listed in the poison's entry. Usually Fortitude.
  • Traps: DC listed in the trap's entry. Varies by trap type.
  • Monster abilities: DC = 10 + ½ creature's HD + relevant ability modifier (usually CON for breath weapons, CHA for supernatural abilities). The stat block always lists the final DC.

Natural 1 and Natural 20

Natural 1 — Automatic Failure

A roll of 1 on the die always fails regardless of your total bonus or the DC. A natural 1 on a Fortitude save against a death effect still means you fail even if your modifier would have made the total exceed the DC.

Natural 20 — Automatic Success

A roll of 20 on the die always succeeds regardless of the DC. No save DC can be set so high that a natural 20 fails — every effect can be resisted on a natural 20.

Partial Success on a Successful Save

Many effects are not all-or-nothing. The spell or ability description specifies what happens on a successful save. Common outcomes:

Save line says What it means
Reflex half On a failed save you take full damage; on a success you take half damage.
Fortitude negates On a success the effect is completely avoided; on a failure you suffer the full effect.
Will partial The ability description specifies a reduced effect on a successful save (e.g. shaken instead of frightened).
No save The effect allows no saving throw and affects the target automatically if the attack or touch succeeds.

Evasion and Improved Evasion

Certain class abilities modify how Reflex saves interact with area effects:

  • Evasion (Rogue, Monk, and others): on a successful Reflex save against an effect that deals half damage on a save, you take no damage instead. Has no effect if you are helpless.
  • Improved Evasion (higher-level Rogues, Monks): on a failed Reflex save you take only half damage; on a success you still take no damage.

Save Modifier Calculator

Total Save Modifier

+0

(base +0, ability +0, misc +0)