A saving throw is a roll made to avoid (at least partially) damage or harm. The three types of saving throws are Fortitude, Reflex, and Will.

Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score.

Saving throw types[]

  • Fortitude is related to a character's ability to withstand damage thanks to his physical stamina. It measures a creature's ability to stand up to physical punishment or attacks against vitality and health. The Constitution modifier is applied to fortitude saving throws.
  • Reflex is related to a character's ability to withstand damage thanks to his agility or quick reactions. The Dexterity modifier is applied to reflex saving throws.
  • Will is related to a character's ability to withstand damage thanks to his mental toughness. The Wisdom modifier is applied to will saving throws.


Due to a bug, saves against area-based spells like Cloudkill or Mind Fog ignore bonuses granted by:

Example: An enemy gray dwarf with a base will of 9 has 15 base spellcraft ranks and the feat Hardiness vs. Spells. Thus, its will saving throw against a(n area-based) spell like Mind Fog should be 9+3+2=14. However, due to the bugged save calculation, only its base will of 9 will be taken into account. However, if you cast a (non area-based) spell like Charm Person on it, the bonuses kick in and its will saving throw rises to 14.

Difficulty class[]

The saving throw difficulty class (DC) is determined by the attack itself.

Automatic Failure and Success[]

A natural 1 on a saving throw is always a Failure, and a natural 20 is always a Success.

Bug - reflex and will saves both say *failure* in the chat window when a natural 1 is rolled, but if the save was successful without Automatic Failure, then the saving throw still succeeds. Fortitude works correctly, however, and always fails on a natural 1. This bug does not extend to natural 20 for Automatic Success.

Save progression[]

Each class has either a high or low saving throw progression for each save type.

When a character multiclasses, each class provides separate save progressions. Even if all classes provide the same progression, do not combine levels to determine the save. For example, a level 20 rogue (high reflex) has a +12 reflex save, while a character with 10 rogue levels and 10 monk levels (also high reflex) would gain +7 reflex from each class, for a total of +14 reflex. See also Class progression.

Class Fortitude Reflex Will
Bard low HIGH HIGH
Barbarian HIGH low low
Cleric HIGH low HIGH
Druid HIGH low HIGH
Favored soul HIGH HIGH HIGH
Fighter HIGH low low
Paladin HIGH low low
Ranger HIGH HIGH low
Rogue low HIGH low
Sorcerer low low HIGH
Spirit shaman HIGH low HIGH
Swashbuckler HIGH low low
Warlock low low HIGH
Wizard low low HIGH
Arcane archer HIGH HIGH low
Arcane Scholar of Candlekeep low low HIGH
Arcane trickster low HIGH HIGH
Assassin low HIGH low
Blackguard HIGH low low
Divine champion HIGH low low
Doomguide HIGH low HIGH
Duelist low HIGH low
Dwarven defender HIGH low HIGH
Eldritch knight HIGH low low
Frenzied berserker HIGH low low
Harper agent low low HIGH
Invisible blade low HIGH low
Neverwinter Nine low HIGH HIGH
Pale master low low HIGH
Red dragon disciple HIGH low HIGH
Red Wizard of Thay low low HIGH
Sacred fist HIGH HIGH low
Shadow Thief of Amn low HIGH low
Shadowdancer low HIGH low
Stormlord HIGH low HIGH
Warpriest HIGH low HIGH
Weapon master low HIGH low

Class level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
High +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 +13 +13 +14 +14 +15 +15 +16 +16 +17
Low +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9 +9 +10


goodSave = classLevel / 2 + 2
poorSave = classLevel / 3
  • Division is rounded down.
  • ClassLevel should be greater than 0.

External resources[]

  • NWNWiki:Saving_throw