Adventurers: new video alert! Check it out here in the classroom. D20 Test: Saving Throws A saving throw - or save - is an attempt by your character to avoid something dangerous, either by dodging it or resisting it. This could be leaping out of the way of a Fireball spell, trying to prevent someone from reading your mind, trying not to fall off a cliff, the list goes on. If your DM doesn't think it's a sure thing you'd succeed at this save, you're gonna do a check. Usually in these circumstances, your Dungeon Master will have you make a saving throw. The Difficulty Class of the saving throw depends on a few things: if someone is attacking you, the roll will be against their spell save DC; if the threat is environmental in nature, your Dungeon Master will set the DC based on how dangerous they perceive the threat to be. The way you go about this is the same as other D20 tests. You're going to roll your d20, add your modifier for the specific ability you're using, add your proficiency or experise bonus fi appropriate, and any other bonuses - or sometimes inhibitors that might subtract from your overall total - will be added now as well. If your score matches or beats the DC, you save. Note that some DMs play a slightly different way - I did when I played - and it might be that you have to beat the DC to save instead of just matching. Make sure you check with your Dungeon Master. Now when you save, that could mean you completely avoid damage or harm from the threat, or in the case of most spells, you might still take half damage. Worth noting - you can choose to fail a save on purpose if you want to. It sounds crazy, but it does come up sometimes. And that’s everything you need to know about saving throws! Stay tuned for the last and arguably most exciting d20 test - attack rolls - coming in a future video. For now, I've been CPawx, your Forever DM. We will see you next time.