How to Use the Saving Throw Roller
- 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.
- Enter the character’s ability modifier as well as their proficiency bonus. Toggle proficiency or Double PB (optional/house rule) to adjust the bonus automatically.
- Add the target DC (works for spell save DCs, breath weapons, traps, and other effects—typically 8 + caster’s proficiency + spellcasting modifier) and decide if the roll has advantage or disadvantage.
- Press Roll Saving Throw (or the space bar) to roll a d20, apply modifiers, and show whether the result meets or beats the DC.
- Review the result details for the d20 roll, modifier contributions, proficiency adjustments, and success/failure outcome. Previous rolls are logged below.
Saving Throw Formula (D&D 5e)
Save Total = d20 + ability modifier (+ proficiency bonus if proficient) + other bonuses. If you enter a Target DC, the tool shows Success when Total ≥ DC.
Advantage / Disadvantage
- Advantage: roll 2d20 and keep the higher die.
- Disadvantage: roll 2d20 and keep the lower die.
Quick Examples
- CON save: roll d20 + CON modifier (+ proficiency if proficient in CON saves).
- Concentration checks: use a Constitution save with DC 10 or half the damage taken (whichever is higher).
Features for DMs and Players
- Complete Ability Coverage: Instantly switch between all six ability saves.
- Proficiency & Double PB: Toggling proficiency automatically adds the correct bonus. Double PB (optional/house rule) doubles the proficiency bonus for this save.
- 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 attempt to avoid or reduce harmful effects. Each class grants proficiency in two saving throws, and if you’re proficient you add your proficiency bonus to that save.
Common bonuses include spells like Bless or Resistance, magic items, and situational advantage/disadvantage. If your total meets or beats the DC you succeed (often half damage or avoiding a condition); otherwise you fail and take the full effect.
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.