List of features and items that affect saving throws

This is a comprehensive list of all sources of effects that directly affect saving throws.
== General information ==
*A source can cause different effects as part of its mechanic, but this article lists only the saving throw related portion.
*Items listed in this article do not include mundane gear pieces of common quality and basic enchanted versions thereof.
*If a condition is incurred by a singular source (for ex. a class feature), this article lists that singular source. Otherwise only the condition is documented.
*For conditions caused by gear-exclusive passives and actions, the gear item takes pecedence over the passive or action in the list.
*Proficiency, Advantage, and Disadvantage do not add to the saving throw rolls directly, but modify them in a special way. See the corresponding mechanics pages for full information.
== Bonus to saving throws ==
=== Class features ===
*Shield Master (Feat) - Dexterity saves +2 when wielding a shield. If a spell forces you to make a Dexterity saving throw, you can use your to diminish the effect's damage. On a failed save, you only take half damage. On a successful save, you don't take any damage, even if you normally would
* - Target of gains a 1d6 bonus to the next save
* - grants the caster a 1d6 bonus to the next save
* - All allies in a 3 m / 10 ft radius around the Paladin with this aura gain a bonus to saves equal to the paladin's Charisma modifier
* - All allies in a 3 m / 10 ft radius around the Wild Magic Barbarian gain a bonus equal to their proficiency bonus to saves against spells, for 1 turn
=== Spells ===
* - Saves +1
* - Saves +1d4
* - Saves +1d4
=== Items ===
====All saves====
* - Saves +1
* - Saves +1
* - Saves +1
* - Saves +1
* - Saves +1
* - Saves +1
* - Saves +1 if the wielder has the Brand of the Absolute
* - Saves +1 while being imbued with 
* - Once per round on wielder's first attack, use to reduce this weapon's enchantment by 1 and increase saves by 1
* - Saves +1 when not wearing armour or holding a shield
* - Saves +2
* - Saves +2
* - Saves +2
* - Saves +2 when not wearing armour
* - Saves +2 while under the effect of Shield of Faith
* - Saves against melee attacks +1 while being obscured. Constitution saves +1
* - Saves against spells +1. Constitution saves +1
* - Saves against spells +2
* - Saves against spells +2. Constitution saves +1
* - Saves against spells +2
* - Soul Catching: Gain a +5 bonus to the next saving throw after an unarmed hit, if Soul Catching Prowess was chosen ()
* - or a target to gain a 1d4 bonus to saves for 3 turns. Strength saves +1
* - Phalar Aluve: Sing grants all allies within 6 m / 20 ft radius a 1d4 bonus to Charisma, Wisdom, and Intelligence saves for 5 turns ()
* - While concentrating, add wearer's spellcasting modifier to saves
====Strength saves====
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
* - Strength saves +1
====Dexterity saves====
* - Dexterity saves +1
* - Dexterity saves +1
* - Dexterity saves +1
* - Dexterity saves +1
* - Dexterity saves +1
* - Dexterity saves +1
* - Dexterity saves +1
* - Dexterity saves +1
====Other saves====
* - Constitution saves +1
* - Constitution saves +1
* - Charisma saves +1
* - Charisma saves +1
* - Intelligence, Wisdom, and Charisma saves +1 if infested by a mind flayer tadpole
* - Intelligence, Wisdom, and Charisma saves +1 if githyanki (or disguised as one)
===Passives===
=== Conditions ===
* - Saves +1
* - Saves +2 (received at Stormshore Tabernacle)
* - Saves +2 (bestowed upon the party at The High Hall after completing Rescue Volo)
* - Gain a 1d6 bonus to saves until the next long rest (bestowed upon the party after completing Defeat the Duergar Intruders)
* - Gain a 1d6 bonus to saves until the next long rest (see Naoise Nallinto page for further details)
* - Target gains a 1d4 bonus to saves
* - Gain a 1d4 bonus to saves
* - Wisdom saves +2 for 3 turns when at 30% hit points and lower
* - Gain a 1d4 bonus to Charisma saves (bestowed upon the party at The High Hall after completing Find Mol and gaining her as an ally)
== Penalty to saving throws ==
=== Class features ===
* - All creatures within the area suffer a -2 penalty to Dexterity saves
* - Target of suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
=== Spells ===
* - Target of suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
=== Items ===
* - Wisdom saves -1
* - On a weapon hit, the target suffers a 1d4 penalty to saves against wearer's next spell, for 2 turns
* - Phalar Aluve: Shriek incurs a 1d4 penalty to Charisma, Wisdom, and Intelligence saves of all enemies within 6 m / 20 ft radius, for 5 turns ()
=== Conditions ===
* - Saves -1
* - Target suffers a 1d4 penalty to saves
* - Target suffers a -2 penalty to Dexterity saves
* - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition
* - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition
== Proficiency in saving throws ==
=== Class features ===
* - Increase an ability by 1 (max 20). Gain proficiency in that ability's saves
* - Proficiency in Constitution saves
* - Proficiency in Wisdom and Intelligence saves
=== Items ===
* - Proficiency in Wisdom saves
* - Proficiency in saves until making three successful saves or until a long rest, upon consumption
== Advantage on saving throws ==
=== Races ===
* - Advantage on saves against being 
* - Advantage on saves against being 
* - Advantage on saves against being 
* - Advantage on saves against being 
** - Advantage on saves against being 
* - Advantage on saves against being 
** - Advantage on saves against illusions and against being and 
* - Advantage on Intelligence, Wisdom, and Charisma saves
=== Class features ===
* - Gain 3 Luck Points that recharge after a long rest, which you can use to gain advantage on the next saving throw, one point per throw
* - Advantage on Strength saves
* - Advantage on Strength saves
* - Advantage on Strength saves
* - Advantage on Strength saves
* - Advantage on Strength saves
* - Advantage on Strength saves
* - Advantage on Strength saves
* - Advantage on Strength saves
* - All allies in a 9 m / 30 ft radius around the Bard gain advantage on saves against being or , for 3 turns
=== Spells ===
* - Advantage on Wisdom saves 
* - Advantage on saves against being 
*Mage Slayer (Feat) - Advantage on any save against a spell that was cast within the melee range at you. Enemies you hit have disadvantage on concentration saves
=== Items ===
====All saves====
* - Advantage on saves while being obscured
* - Advantage on saves while being obscured
* - Expend a to make a save with advantage ()
====Constitution saves====
* - Advantage on Constitution saves
* - Advantage on Constitution saves
* - Advantage on Constitution saves
* - Advantage on Constitution saves
* - Advantage on Constitution saves
* - Advantage on Constitution saves
* - Advantage on Constitution saves
* - Advantage on Constitution saves
* - Advantage on Constitution saves while being 
====Dexterity saves====
* - Advantage on Dexterity saves
* - Advantage on Dexterity saves
* - Advantage on Dexterity saves
* - Celestial Haste: Advantage on Dexterity saves for 5 turns ()
====Other saves====
* - Giant Form: Advantage on Strength saves for 10 turns ()
* - Advantage on Strength saves, upon consumption
* - Advantage on Intelligence saves if githyanki (or disguised as one)
* - Advantage on Wisdom saves
* - Advantage on Wisdom saves
* - Advantage on Wisdom saves
* - Advantage on Intelligence, Wisdom, and Charisma saves
* - Advantage on Intelligence, Wisdom, and Charisma saves if githyanki (or disguised as one)
* - Advantage on saves against being 
* - Advantage on Concentration saves and on saves against being , upon consumption
* - Advantage on saves against being 
====Spell saves====
* - Advantage on saves against spells
* - Advantage on saves against spells
* - Advantage on saves against spells
* - Advantage on saves against spells, even while being in Wild Shape
* - Advantage on saves against Undead attacks and spells
=== Conditions ===
* - Target has advantage on Strength saves
* - Target has advantage on Dexterity saves
* - Target has advantage on Dexterity saves
* - Advantage on Constitution, Dexterity, and Strength saves
* - Advantage on Intelligence saves (received in the Mind Flayer Colony)
== Disadvantage on saving throws ==
=== Class features ===
* - Target suffers disadvantage on the next save against the caster's spell
* - Target suffers disadvantage on Dexterity saves
=== Spells ===
* - Target suffers disadvantage on Strength saves
* - Target suffers disadvantage on Strength saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target of suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* (the 3 stages before ) - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Constitution saves
* - Target suffers disadvantage on Constitution saves
* - Target suffers disadvantage on Intelligence saves
* - Target suffers disadvantage on Wisdom saves
* - Target suffers disadvantage on Charisma saves
=== Weapon actions ===
* - Target suffers disadvantage on Strength saves
* - Target suffers disadvantage on Constitution saves
=== Items ===
* - Disadvantage on saves for the wearer
* - On a hit with this spear, targets suffer disadvantage on Constitution saves for 2 turns if they fail the DC 10 Charisma save
* - Targets have disadvantage on saves against wearer's manoeuvres and weapon actions
* - While at +3 bonus from Scarlet Remittance, consume it to inflict disadvantage on saves upon hostile creatures against wielder's spells ()
* - Targets have disadvantage on saves against wielder's necromancy spells
* - Targets have disadvantage on saves against wielder's necromancy spells
* - Targets have disadvantage on saves against wielder's dragonborn breath weapon
* - Disadvantage on Dexterity saves for the wearer while Reaper's Rigidity is toggled on
* - Targets have disadvantage on saves to resist wearer's attacks and spells
* - Enemies have disadvantage on saves to resist wielder's spells or actions that inflict 
* - Target suffers disadvantage on Strength saves for 2 turns if they fail the DC 11 Constitution save
* - Disadvantage on Constitution, Wisdom and Intelligence saves, upon consumption
* - Disadvantage on Wisdom saves until long rest, upon consumption
* - All creatures in a 9 m / 30 ft radius suffer disadvantage on Wisdom, Intelligence, and Charisma saves
=== Conditions ===
* - Beasts and non-Elf Humanoids in a 3 m / 10 ft radius around He Who Was suffer disadvantage on saves
* - Target suffers disadvantage on Strength saves
* - Suffer disadvantage on Strength saves
** - Suffer disadvantage on Strength saves
* - All creatures in the area suffer disadvantage on Strength saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Dexterity saves
* - Target suffers disadvantage on Strength and Dexterity saves
* - Target suffers disadvantage on Strength and Dexterity saves
* - Target suffers disadvantage on Strength and Dexterity saves
* - Gale suffers disadvantage on Constitution saves
** - Gale suffers disadvantage on saves
** - Gale suffers disadvantage on saves
* - Target suffers disadvantage on Constitution saves
* - Target suffers disadvantage on Constitution saves
* - Target suffers disadvantage on Constitution saves
* - Suffer disadvantage on Strength, Dexterity, and Constitution saves
* - Target suffers disadvantage on Wisdom saves
* - Target suffers disadvantage on Wisdom saves
* - Target suffers disadvantage on Charisma saves
** - Target suffers disadvantage on Charisma saves
* - Target suffers disadvantage on Wisdom and Charisma saves (the aura emanates from the Echo of a Lost Love)
== Automatical failure on saving throws ==
=== Spells ===
* - Target automatically fails all Strength and Dexterity saves
* - Target automatically fails all Strength and Dexterity saves
=== Items ===
* - Target automatically fails all Strength and Dexterity saves
* - Target automatically fails all Strength and Dexterity saves
=== Conditions ===
* - Target automatically fails all Strength and Dexterity saves
* - Target automatically fails all Strength and Dexterity saves
* - Target automatically fails all Strength and Dexterity saves
* - Target automatically fails all Strength and Dexterity saves
* - Target automatically fails all Strength and Dexterity saves
* - Target automatically fails all Strength and Dexterity saves
* - Target automatically fails all Strength and Dexterity saves
* - Target automatically fails all Strength and Dexterity saves
== Other ==
=== Class features ===
* - Advantage on Concentration saves for spells
* - Advantage on Perception checks made to detect hidden objects and on saves made to avoid or resist traps
=== Spells ===
* - Targets have advantage on Wisdom and death saves
=== Items ===
* - When the wearer fails a Dexterity save, they can use their to succeed it instead
* - Advantage on Concentration saves
* - Target suffers disadvantage on Concentration saves
* - Death saves +2
* - Advantage on death saves if the wearer has the Brand of the Absolute
* - Reduce the DC of wearer's death saves from 10 down to 5
* - Target suffers the effects of paralytic poison and automatically fails all Strength and Dexterity saves
* - Suffer the effects of sophorific drug and automatically fail all Strength and Dexterity saves, upon consumption
=== Conditions ===
* - Suffer a -1 penalty to all dice rolls until long rest (inflicted on a character who has had their blood drawn by Araj Oblodra)
* - Gale gains advantage on Concentration saves until long rest (see Balthazar's Experiment for details)
Category:Lists
Category:Lists of sources
Category:Saving throws