5e:Phoenix Ash/Saving Throw
A saving throw — also called a save — represents an attempt to resist a creature trait[1], a trap, a poison, a Disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or Creature[1] is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. For a saving throw, you may substitute your Physical Gestalt modifier for Strength, Dexterity, or Constitution modifiers; or substitute your Mental Gestalt modifier for Intelligence, Wisdom, or Charisma modifiers.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.
Saving Throw Proficiency
Each creature has proficiency in two saving throws. At creation, choose two Abilities (not Gestalt Abilities) with which to have proficiency.[2]
Difficulty Class
The Difficulty Class (DC) for a saving throw is determined by the effect that causes it.
For a creature trait, the DC is usually:
- 8 + Gestalt Ability modifier + Proficiency Bonus<ref name="pa">
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
Sources and Notes
- Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL.
- Phoenix Ash specific rules by user:Rlyehable. Licensed OGL.
- This word or phrase was modified from the SRD for the Phoenix Ash campaign setting. ↑ 1.0 1.1
- Phoenix Ash specific rule. ↑
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