D&D Saving Throw Roller

Roll STR, DEX, CON, INT, WIS, CHA saving throws with proficiency, spell save DC comparisons, and advantage/disadvantage toggles.

Saving Throw Settings

Saving Throw Result

Choose ability and roll to view results.

Recent Saving Throws

Track the last eight saves—handy when dragon breath or traps come in waves.

No saves yet.

How to Use the Saving Throw Roller

  1. Select the ability tied to the saving throw. Strength for grapples, Dexterity for fireballs, Constitution for concentration, Intelligence for mind flayer effects, Wisdom for charm effects, and Charisma for banishment.
  2. Enter the character’s ability modifier as well as their proficiency bonus. Toggle proficiency or expertise to double the bonus automatically.
  3. Add the target DC (usually 8 + caster’s proficiency + spellcasting modifier) and decide if the roll has advantage or disadvantage.
  4. Press Roll Saving Throw (or the space bar) to roll a d20, apply modifiers, and show whether the result meets or beats the DC.
  5. Review the result details for the d20 roll, modifier contributions, proficiency adjustments, and success/failure outcome. Previous rolls are logged below.

Features for DMs and Players

  • Complete Ability Coverage: Instantly switch between all six ability saves.
  • Proficiency & Expertise: Toggling proficiency automatically adds the correct bonus, while expertise doubles it for rogues or bards.
  • Advantage/Disadvantage: Roll two d20s and keep the highest/lowest automatically.
  • DC Comparison: Easily see “Success” or “Failure” based on the target’s DC.
  • History Tracking: Keep the last eight results to quickly reference repeat effects like dragon fear or lair actions.

Game Rules: Saving Throws in D&D 5e

Saving throws represent a character’s ability to avoid or reduce harmful effects. Each character is proficient in two saving throws, determined by their class. For example, fighters gain Strength and Constitution, while wizards gain Intelligence and Wisdom. Proficiency bonuses increase at levels 5, 9, 13, and 17. Some features grant expertise (double proficiency) on specific saves—Bard’s Jack of All Trades grants half proficiency on all ability checks but not saves, while the Rogue’s Slippery Mind grants proficiency in Wisdom saves.

Situational factors like the Bless spell (+1d4), Resistance cantrip (+1d4), or items such as Cloak of Protection (+1 to saves) can add to totals. Advantage/disadvantage applies as usual. If a save succeeds, effects often deal half damage or avoid being restrained, charmed, or otherwise incapacitated. Failure triggers full damage or debuffs. Legendary Resistance allows monsters to succeed even after failing, but tracking the actual roll still matters for ability checks like Counterspell or other features.

Examples and Tips

A paladin with Aura of Protection adds their Charisma bonus to all saves. Input their base modifier, set proficiency to whichever saves they know, and remember to include the aura bonus in the modifier field. For concentration checks, select Constitution, enter your CON modifier, DC 10 (or half the damage if higher), and hit roll each time you take damage. DMs can quickly test NPCs against spells by entering the target DC and using advantage for monsters benefiting from effects like Magic Resistance.

Combine this roller with the attack roller, fireball calculator, and initiative tracker to manage a full combat round from start to finish without touching physical dice.