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 ...
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 ...
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 ...
Legendary Resistance is a DM tool, not an ability that a monster chooses to use.
I think it's best to treat Legendary Resistance as a game-mechanical way for the DM to make a climactic battle entertaining. A monster with Legendary Resistance doesn't choose whether to use it or not; the DM chooses whether having the monster make a saving throw will make the ...
Overall, this will make area/multi-target spells less reliable, but more potent.
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 ...
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 ...
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 p. ...
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.
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 ...
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 ...
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, ...
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 being restrained. Spells that force such saves include Dust Devil,...
The creature takes death saving throw failures on the initial hit
Unfortunately for the character in question, your first scenario is correct.
A stable creature is unconscious with 0 hp - the fact that they are currently exempt from having to make death saving throws (and that the number of successes/failures they have previously made has been reset) is ...
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.
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.
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, because ...
It's unclear but...
Looking at the definitions provided for Wisdom and Charisma on the abilities page, there is not a clear definition of saving throws listed for the abilities.
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Charisma measures your ability to interact effectively with ...
Yes. This is a correct interpretation.
As Tuggy points out, without calling it such, this is the coup de grace mechanic in 5e.
If you're unconscious and you get hit from 5' away it's a critical hit, being a critical hit means it's two failed death saves (And a chance to kill you outright if it does your max hp damage).
This seems very much to be the ...
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 ...
You get a success and nothing more
Only rolling a natural 20 or a natural 1 has any predetermined effect when making a death save throw. When one of those is rolled, you follow the rule below:
When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
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 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 ...
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 appropriate. (DMG
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 ...
If you succeed on a Death Saving Throws 3 times, you don't recover any hitpoints. Instead, you become stable:
A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious.
The creature stops being stable, and must
start making death saving throws again, if it takes any
A stable ...
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 ...
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 ...
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 11 ...
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 ...
All classes get two save proficiencies to start with, and can take the feat Resilient for a third. You can only take any given feat once, unless it explicitly allows taking it more than once (like Elemental Adept).
Monk gains proficiency in all saves at L14 via Diamond Soul.
Rogue gains proficiency in WIS saves at L15 via Slippery ...