77

This is going to be a poor idea As other answers point out, this is going to make save-targetting spells significantly weaker, but there's also another problem you might not have thought about. Being at 1 HP is more dangerous than being downed against big threats This is going to leave a lot of players in combat running around with exactly 1 HP, which is ...


69

In general, you worry about DC, Saving throws, and AC only in situations where there are two opposing views of what should or can happen. Unless you have some sort of magical shield which actually has a chance to prevent the magic from happening, (Like a partial anti-magic sphere or something) there is no reason to ask someone to roll a saving throw when ...


65

Overall, this will make area/multi-target spells less reliable, but more potent. Numbers The chance of a single individual to save is not affected by this change. The number of individuals affected over multiple castings is also not (or just slightly) changed. What changes is the number of individuals in a given group that make the save. Let's assume a ...


62

TL;DR A GM shouldn't roll all-or-none saves. If reduced rolling is necessary, instead they should figure the expected number of saves, then add a d4 and subtract a d4. Below are pictured the results of this method for various numbers of enemies and probabilities of saving. Read on to see how these are derived. All-or-none is a bad idea. But the GM need ...


60

While these are two contrary rules exceptions, and therefore ambiguous, from a story perspective, Sculpt Spell is intended to represent the evoker guiding their damaging spell to avoid the target, so it doesn't matter if they actively dodge the attack or not; it just doesn't hit them (or at least has the minimum possible effect). So I would say Sculpt Spell ...


55

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. fail: verb, 3rd person present failed: verb, 3rd person past The dragon fails a saving throw now, it can use Legendary Resistance. The dragon failed a saving throw then, it can't use Legendary Resistance. Many ongoing effects allow saves after the ...


51

No extra damage is taken Saving throw for fireball is "pass/fail". Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, ...


50

The rule is “half damage”, not “half the damage dice” or “half the damage die size”. All the dice are rolled and then the total is halved (rounded down, per PHB page 7). So in the case of fireball, all 8d6 are rolled and summed, then anyone who succeeded on the saving throw takes half that result.


48

During the encounter Given the unreliability and low likelihood of rolling a 20, the change has no major impact during a single encounter, and what change it introduces is positive: it gives the player of an unconscious character the possibility of regaining agency. Further, the rule makes intuitive sense given that non-stabilized characters can recover. ...


47

On March 10, 2016, Jeremy Crawford tweeted, "No rule lets you opt to fail a save. As DM, I might allow it, assuming you aren't incapacitated or dominated." Mike Mearls also said that he would allow it (as a DM). Willingly failing a saving throw is a house rule that the designers are okay with, but it is a house rule. Strict RAW does not allow it.


47

Yes, it would be unbalanced. Dex, Con, and Wis are the major saving throw types, of which each class has one. Str, Int, and Cha are minor saving throws, which don't come up as often. Str saving throws are needed for only 21 of the spells in 5e, mainly to avoid forced movement, falling prone or be restrained. Such spells include Dust Devil, Earthbind, and ...


47

The Feature does not only apply to Evocation Spells The feature you are talking about says the following: Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional ...


46

This would be a great change if you were in a fight where you were almost certainly going to lose. Imagine a spell that defeats 1/2 of the creatures it targets. You use it on 2000 creatures. If more than 10 survive after the spell is cast, you lose. With one roll, you have a 50% chance of winning the fight. With one roll per creature, you certainly lose ...


45

No, you must start your turn with 0 HP Under the section titled Death Saving Throws the Basic Rules state: Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw. Before you start your turn, how many hit points do you have? If it is more than 0, then you will not make a death saving throw, ...


44

When deciding whether to use a roll, ask yourself two questions: Is a task so easy and so free of conflict and stress that there should be no chance of failure? Is a task so inappropriate or impossible- such as hitting the moon with an arrow-that it can't work? If the answer to both of these questions is no, some kind of roll is ...


44

No, because it depends on the effect that is causing the condition. You cannot save against a condition, you save against an effect (a spell, item, monster, maneaver, etc) The same condition might be opposed by different abilities, when it comes from different sources. The Cleric Spell Divine Word, for example, can apply Blinded, Deafened, or Stunned if ...


43

It is difficult to counteract homebrew rules/items "Spell resistance" is only ever specified under the 7th level class feature of Oath of Ancients paladin granting resistance to all spell damage to anyone in their aura. This homebrew is basically combining that mechanic with magical resistance or the use of a Rare magic item like the mantle of spell ...


42

Yes. RAW, Evasion means a character only takes half damage, even when unconscious. The relevant part of Evasion text, that you've quoted says: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. (SRD ...


39

Don't get knocked unconscious While this is not the answer you're looking for, it's about the best one we can give. An unconscious character can, by the plain English definition of the word, not act. Both in the reality of the game world as well as the rules, that not bleeding out is the only thing your character can do. If your character keeps getting ...


38

From a plain English reading, failing by 5 or more means having a saving throw roll that is a number 5 below the normal DC or less (see detailed explanation below). This does nothing in general but certain abilities care about how much you failed your save by. For example, the pseudodragon's sting (emphasis mine): (..) and the target must succeed on a DC ...


37

Yes, unconscious creatures still roll saving throws. "Automatically fails Strength and Dexterity saving throws" implies that other saving throws do not automatically fail. The phrasing would be different if they intended all saves to automatically fail. PHB p.179 states "A saving throw—also called a save—represents an attempt to resist a spell, a trap, a ...


36

A Death Save is, in fact, a save so bonuses to "all saves" apply to them as well. Just like a Monk gaining proficiency in "all saves" means they also apply their proficiency bonus to Death Saves as well starting at Level 14. The intent of the wording for Death Saves seems to make them special but it is only in the fact that your proficiency bonus is not ...


36

If the creature is unwilling then nothing happens Dnd 5e operates on the principle that things only do what they say they do. Jeremy Crawford, lead rules designer for 5e, and known for adjudicating rulings on Twitter, has stated: Beware of claims that a rule does something mentioned nowhere in that rule or elsewhere in the core books. There aren't secret ...


36

It'll significantly weaken save-targeting spells The difference between zero hit points and one hit point is huge, far greater than the difference between one and two hit points. For every monster that survives with one hit point, your PCs need to hit it with a normal attack (or gamble again with a save-able spell) to kill it, and before one of your PCs ...


36

For simultaneous saves, there is an optional rule Generally, when one is making a saving throw you are making them one at a time in the order they occur. That is the rule that saving throws operate under normally. However, if the saves somehow end up happening at the same time with no logical way to separate them, we do have an optional rule that will help....


35

You are misunderstanding a vital element of the rules. There are not two different kind of saves. What you're reading as "Spell Save" is actually "Spell Save DC". It is used to calculate the save difficulty of spells casts by your character. Spell save difficulties are not set by the DM. When you cast a spell that calls for the target to make a saving ...


34

If you are OK with a potential TPK: Sympathy Its permanent, forces creatures to approach and remain within reach and you could easily add a requirement to pet the creature without breaking the spirit of the spell. The risk is, that you only get a saving throw every 24 hours and its possible for a party to starve to death petting the dog.


33

The entry for Death Saving Throw says: Whenever you start your turn with 0 hit points.... So this just means that you make the throw at the beginning of your turn. However, nowhere in the description does it say that it requires any kind of action to make the save. A saving throw is an instant response to a harmful effect and is almost never done by ...


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