A saving throw is an attempt to resist a spell, trap, poison, disease, or similar threat. It is not usually decided but is made when a character or monster is at risk of harm. Saving throws are always made against a DC, and there is a formula to work out the required DC for casting spells. In DnD 5e, there are 64 Dexterity save spells, which typically involve avoiding the spell’s effect with agility. Dexterity save is the most common save to avoid damage, while Constitution avoids diseases and death.
To calculate a Dexterity saving throw, roll a d20 and add your character’s Dexterity saving throw modifier. Examples of Dexterity saving throws include Fire Bolt, which can be missed due to an Attack Roll, and Fireball, which is not an attack. Dexterity save is the save for 64 distinct spells according to D and D Beyond, compared to 57 for Constitution.
Your target must roll a Dexterity Saving Throw based on their own Dexterity in order to try and resist your spell. The DC for the Saving Throws against your spells is your spell save DC. The saving throw DC will be 8 + your Proficiency bonus + your Intelligence modifier.
The Spellcasting feature of the wizard states that when a character makes a saving throw, they are attempting to avoid some kind of result. Saving throws are used to resist attacks and certain things like traps, meant to defy damage that cannot be stopped by simple dodge and armour. A Spell Save DC is the total number a creature must roll to mitigate the effects of a given spell.
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