How many saving throws can you be proficient in?

How many saving throws can you be proficient in?

The question of saving throws in Dungeons & Dragons (D&D) 5th edition has been a long-standing one, with players and Dungeon Masters alike eager to know the answer. In this article, we’ll delve into the ins and outs of saving throws, exploring the various rules and exceptions that govern these crucial game mechanics.

Direct Answer: Two saving throws per class

As per the official D&D 5th edition Player’s Handbook, each class begins with two saving throws of their choice. These can be any of the six saving throws: Dexterity, Constitution, Intelligence, Wisdom, Strength, or Charisma. This means that each class has a primary and secondary saving throw proficiency, which can greatly affect their chances of success in combat and other challenges.

Exception: Feats and class features

Certain feats and class features may grant additional saving throw proficiency. For example, the Resilient feat, which is available to several classes, allows a character to add their proficiency bonus to saving throws made to resist bludgeoning, piercing, or slashing damage. Other class features, such as the barbarian’s rage ability, may also grant temporary saving throw proficiency.

Additional savings throw proficiency through magical means

Magic items, such as the Ring of Saving Throw Proficiency, can grant a character additional saving throw proficiency. These items can provide a bonus to a specific saving throw, or allow a character to use an ability score other than the one they would normally use for a saving throw. For example, a sorcerer might use their Constitution score for a saving throw, rather than their Charisma score.

Save-or-Suck mechanics: a twist on saving throw proficiency

Some monsters, such as the "Save-or-Suck" demon, can force a player to make a saving throw. If the player succeeds, they are unaffected; if they fail, they are subject to the monster’s effects. In such cases, the player does not have the option of choosing which saving throw to use, as they must make the saving throw or suffer the consequences.

Conclusion: Two saving throws per class, with exceptions

In summary, the standard rule for saving throw proficiency in D&D 5th edition is two saving throws per class, with exceptions for feats and class features that grant additional proficiency. Additionally, certain magical items and Save-or-Suck mechanics can impact a character’s saving throw abilities. By understanding these rules and exceptions, players can make informed decisions about how to allocate their saving throws and optimize their characters’ chances of success.

Bonus Tips and Tricks

Here are some additional tips to help you make the most of your saving throw proficiencies:

  • Prioritize your primary saving throw: Your primary saving throw should be the one you are most likely to use, either due to the nature of your character or the encounters you typically face.
  • Consider your secondary saving throw: Your secondary saving throw can be just as important, especially if it is used in conjunction with your primary saving throw to create a "stereo" effect.
  • Don’t forget about abilities and feats: Certain abilities and feats can grant saving throw proficiency, so make sure to take these into account when building your character.
  • Magic items can be game-changers: Magic items can greatly impact your saving throw proficiencies, so don’t be afraid to explore your options and find the best items for your character.
  • Save-or-Suck mechanics can be chaotic: When facing a monster with Save-or-Suck mechanics, be prepared to adapt and make quick decisions to avoid the worst of the effects.

By following these tips and understanding the rules and exceptions for saving throw proficiency, you’ll be well on your way to creating a powerful and effective character in the world of D&D 5th edition.

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