Saving Throws
Making or failing a Saving Throw is often the dramatic high point of an adventure. Dodging out of the way of a Green Dragon’s fiery breath or succumbing to a mysterious poison can be as exciting as scoring a critical hit!
The rules for Saving Throws are similar to the way Ability Checks and Combat work. The Game Master will call for a Saving Throw and will tell the player which of the six Ability Scores applies for this roll. The Game Master will also announce the difficulty number for this Saving Throw. “Make a CONSTITUTION Saving Throw of 11 or higher,” or “Make a WISDOM Saving Throw of 13 or higher.”
The player then rolls a 20-sided die and adds the appropriate Ability Score Modifier from their character sheet for this particular Saving Throw. Just to make things tricky, each character class features two types of Saving Throws in which they are proficient. These are listed on their character sheet. If a player needs to make a Saving Throw for one of these abilities, use that modifier instead.
The player adds the result of their roll plus their modifier and announces their total. If the total equals or is higher than the Game Master’s difficulty number, the player succeeds.