In Dungeons and Dragons 5e, the concept of spell save DC (DC) is crucial for players to make their spells harder for foes to evade. To increase DC, players can either increase their spellcasting ability modifier or proficiency bonus. The Ability Score Improvement feature is available at levels 4, 8, 12, 16, and 19.
Proficiciency bonuses start at +2 and increase by +1 at levels 5, 9, 13, and 17. High-level legendary magic items like tomes of stats can increase actual stats up two points over the max of 20, while the robe of the archmagi can increase DC by two points.
In the base game of 5e, there are two ways to raise DC without leveling: the Robe of the Archmagi and the Rod of the Pact Keeper. Bards, Clerics, and Druids cannot raise their spell. The formula for calculating spell save DC in DnD 5E is 8 + your proficiency bonus + your Intelligence modifier.
To increase DC, players need to know which mental ability score—Intelligence, Wisdom, or Charisma—powers their character. Leveling up a character can increase their proficiency bonus by 1 at the 5th, 9th, 13th, and 17th level. At level 1, they start with a proficiency bonus of +2, and at level 20, they have a bonus of +6.
To increase DC, players can increase the primary casing stat, character level, and proficiency modifier. Eldritch Knights use Intelligence as their spellcasting attribute, so improving their intelligence score will make the save DCs of their spells higher. Spell Focus, Elemental, and the Robe of the Archmagi are some ways to boost spell DC without just boosting their ability score.
📹 Raise your SPELL DC’s to the roof! D&D 5e
Timestamps: 0:00 Intro 3:11 Building your character 10:07 Increasing your Spell DC 14:52 The highest spell DC possible Join my …
What is the formula for spell saving throw?
A spell save DC (difficulty class) is a predetermined number that a player must roll against when casting a spell. The formula for calculating this DC is:
Spell Save DC = 8 + Proficiency Bonus + Spellcasting Ability Modifier. The proficiency bonus depends on the character’s level, while the spellcasting ability modifier depends on the character’s class. Wizards use their Intelligence modifier, clerics use their Wisdom modifier, and monsters use their Wisdom modifier.
Understanding and manipulating the spell save DC is crucial for maximizing a spellcaster’s effectiveness. Players can improve their spell save DC by increasing their spellcasting ability score, obtaining items that boost their modifier, or selecting feats that raise the DC. Monsters should not follow these guidelines, but there should be limits on how far they should push it. Combat allows for various situations to make save DCs harder or easier to pass, so it’s important to ensure your monster earns it.
How do you calculate DC concentration save?
Concentration checks are used to measure a character’s ability to maintain their spell, which can be broken when they take damage, die, or are incapacitated. The difficulty class of a concentration check is either 10 or half of the total damage taken, whichever value is greater. In D and D 5e, certain spells are marked “concentration” (or “C”), and they only last for the maximum duration possible if the spellcaster can maintain concentration. Not all spells are concentration spells, and if a spell requires concentration, it will be listed next to the spell’s duration in the D and D rulebook.
Popular concentration spells include Invisibility, Fly, Haste, Faerie Fire, Bless, Spirit Guardians, and Hypnotic Pattern. In the 3. 5 edition, concentration was a skill that could be learned by the player character, but it was absent in the 4th edition.
Does copying a spell scroll destroy it?
A wizard spell inscribed on a spell scroll can be duplicated, just as one might do with spells recorded in spellbooks. In order to successfully copy a spell, the individual attempting to do so must achieve a result of at least 10 on an Intelligence (Arcana) check, with a difficulty rating equal to the spell’s level. If the attempt is successful, the spell is duplicated and the spell scroll is rendered ineffectual.
What is the DC for spell saving throws?
A spell save DC is a crucial factor in Dungeons and Dragons, determining the difficulty for targets to avoid spells. It is calculated using the formula 8 + spellcasting ability modifier + proficiency bonus. When casting spells on enemies, the character’s spell save DC is used to determine the number of saving throws required for the target to resist the spell. In D and D 5e, certain spells allow the target to escape or reduce the spell’s effects, requiring a saving throw.
The “spell save difficulty class” in Dungeons and Dragons refers to the difficulty level of avoiding spells. For instance, if the character casts the Cloudkill spell, the enemy must pass a constitution saving throw or take full damage from the spell. Therefore, a spell save DC of 15 or higher is required for the target to pass the save and take less damage.
How to calculate spell save dc reddit?
The spell save DC is calculated by adding 8 to the character’s proficiency and spellcasting modifier. To illustrate, a level 1 cleric with 16 wisdom would have a save DC of 13 + 2 + 3 = 13.
How do spell scroll spells save DC?
The DC of a spell is equal to 10 plus the spell’s level. In the event of a failed check, the spell in question will disappear from the scroll. The level of the spell in question serves to determine the saving throw DC, the attack bonus, and the rarity of the scroll. This information is presented in the spell scroll table. It should be noted that JavaScript may be disabled or blocked by an extension, and cookies may not be supported.
How do you calculate save DC for spells?
A spell’s difficulty class (DC) is the target number a creature must meet or exceed with a saving throw to resist its effects. The spell save DC is determined by the spellcaster’s proficiency bonus, spellcasting ability score modifier, and any additional bonuses from feats, items, or other sources. For NPCs and monsters, their proficiency bonus is determined using their Challenge Rating (CR), like a Level 8 character with a +3 proficiency bonus. For example, a level 5 Wizard with 18 intelligence would calculate their spell saves.
How do I make my spell save DC higher?
The spellcasting ability score, such as Intelligence for Wizards, Charisma for Sorcerers and Warlocks, and Wisdom for Clerics, directly affects your spell difficulty class (DC). Increasing this score through Ability Score Improvements (ASIs) or racial bonuses will directly boost your spell DC. Boosting the DC is crucial for being a formidable caster in Dungeons and Dragons. Techniques to enhance your spell DC include racial and class feats, such as Spell Focus, which increases your spell DC by 1, and Elemental Adept, which is available for multiple classes.
These techniques help you become a more influential spellcaster in the world of Dungeons and Dragons. Ultimately, enhancing your spell DC is essential for becoming a formidable caster in the world of Dungeons and Dragons.
How do you level up spells in COC?
The Spell Factory is responsible for the generation of spells, which can subsequently be enhanced through the application of upgrades to augment their potency and duration. Additionally, researchers have the capacity to augment the strength of spells through the utilisation of the Laboratory for detailed examination.
What is the spell save DC for Arcane Trickster?
The spell saving throw DC is 8 + your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier. You start with two 1st level spell slots at Rogue level 3, and gain more as you advance. Class features include saving throws, hit points, and abilities like light armor and weapons. You can gain more hit points at higher levels.
How do you increase spell count in COC?
The Spell Factories play a crucial role in creating and holding spells, with the Spell Factory determining the main part of spell capacity and the Dark Spell Factory increasing capacity by 1. Veteran Wizards are better suited for creating magical weapons, and additional spells can be queued in the Spell Factory, similar to how troops can be queued in Barracks or Dark Barracks. The Spell Factory brews spells at a rate of three minutes per housing space, but Elixir and Dark Elixir spells cannot be brewed simultaneously due to the shared brewing queue. The boost timer will continue to count down even if not creating spells, so it is recommended to not boost the Spell Factory until ready to use it.
📹 Attack Rolls, Saving Throws, Spell DC | Baldur’s Gate 3 Imbecile’s Guide
Welcome back, Travelers! In the first episode of my new series, The Imbecile’s Guide, I’m going over some of BG3’s combat basics …
Just a note; you don’t technically need the cleric or wizard levels since artificer 14 lets you ignore level, class, and race restrictions. That means you would just be a bard artificer. Conversely you could lower the DC by 2 from 35 to 33 and be a 20 level artificer, and that wouldn’t even be a bad build…
I have an lightfoot halfling arcane trickster 9/wizard X for this reason. Lightfoot for the ability to hide behind anyone of medium size or greater. Arcane trickster’s 9th level Magical Ambush for giving disadvantage to the spell’s targets when casting while hidden. Yes, it only starts coming online as a caster at level 13+ but once that starts to happen it is fun to see loads of enemies suffering the full effect of fireballs, slows, hypnotic patterns and so on.
Love the idea. I know I’ll never be able to get close to that so I will just have to stick to the Staff of Power, Robes of the arch Magi, a CHA tome and in my case a +3 Blood well vial with a +2 CHA from the deck of many things. (I did insane and pulled 13 of the 22 cards in one sitting lost all my toys but got 50k gold to buy new if I can find them.) So my DC would top out at 28 and I have an AL legal Warlock with a 25 and I have to explain it at every table CHA 22 Staff of Power and +3 Rod of the Pact keeper. And if that isn’t enough he also has a Staff of the Magi but he is a different story.
All this just reminds me how awesome 2nd ed. was when it came to spell interactions. When Tome of Magic came out, it revolutionized extended spell warfare (at least in my circles who used to run the GenCon circuits back in the day). Suddenly, mage duels were a consequence of these new spell listings (like Malison), which could affect opponents who had a % of Magic Resistance (MR). MR totally hamstrung high level mages when it came to targetable spells, which is why we haven’t really seen it represented as anything else other than an Advantage jig in 5th ed.
next article suggestion: a character that can consistently cause a good chance of an enemy failing a spell save? you mentioned a lot of ways to do it, but i didn’t catch if those were ways you could easily pull off 3 times per day (enough to burn through legendary resistances). it’d be cool to see what you could do for a monster-hunting mage.
2:23 I’d love to get your opinion on how you would go about making an educated guess on what saving throw to target. do you just know the monsters? ask for descriptive advice on the creature? maybe based on the weapons they use? something else? phisical stats I feel can sometimes be guessed, they all have high CON and either high STR or DEX and maybe I can ask DM if the creature looks muscular or fast… still advice would be apreciated. but when it comes to mental stats, It gets a lot harder to guess. Some times i’m facing a caster and recognize it as a cleric spell and might guess high WIS, or i’m up against Strad and expect hich CHA, but generally it’s very hard… like what would you target against a bear? do you always default to INT unless you have a reason not to? I’d love to see a article of how you would systemathically go about deciding what spell DC to use
There’s a reliable way to give a target disadvantage on saving throws that you might have missed: the Shadow Magic Sorcerer’s Hound of Ill Omen ability that give the target of the Hound disadvantage on Saving Throws against spell you cast (as long as the hound is within 5 feet of it) The hound can move through other creatures and objects and takes 5 force damage if it ends its turn inside an object. RAW you could let the hound sit in the ground under or next to the target and take 5 damage until it dies (which at level 6 when you get this ability is 8 rounds -> 37HP from dire wolf plus 3THP from half your sorcerer level, 40total HP) This ability costs a bonus action and 3 sorcery points (same point cost as a heightened spell) and lasts for 5min or until either the hound or target die. It’s a relatively cheap way to either obliterate a single target or take it out of the fight entirely (using save or suck spells like Hold Person/Monster, Polymorph, Disintegrate…) Keep up the good work treantmonk, love your articles
Not sure how many tables this would work at, but as a DM, my reading of the Artificer 14 feature (you ignore all class, race, spell, and level requirements on attuning to or using a magic item) is that the collection of +3 to save DC items work for any spell you cast, as you ignore the requirement of both their attunement and use. I think that would let you get a DC of 42 (8 base, 10 Int, 18 6x +3 items) with 18 levels in Artificer.
just burning through legendary resistance is more of an option if you have multiple characters playing along. I often play Conquest paladins, and have helped end encounters by forcing enemies to burn legendaries on cheap wrathful smites, opening them up to a banishment or the like from full casters in the party.
Peace cleric 1/ Lore bard 19 is your best bet I’d think. You’d lose the plus 3, from robes and the ion stone but… well fullcasting with that much magical secrets and buffing your party isn’t fair, it’s still a 32. As far as effective DCs go you can likely just reach the 50-60s with enough debuffs fairly easily. I’d make a article on that.
12:50 “Technically both of these items need to be held in order to stack these bonuses” I’m looking forward to the “one man band” bard build (stock photos abound for that). I mean, Thri-Kreen is a solution, but I’m not sure how many people would want to play one. I think the bard could use both hands to play the Reveler’s Concertina (both items’ description only say you need to hold them to get the increase to spell save DCs, but I’m being a pessimist), tie the Rhythm-Maker’s Drum to their back, and use a mechanism that lets them play the drum with a foot (like tying the drumstick to it).
I don’t think I can top your DC but I can make your character more viable with one swap. swap the Ion stone of mastery for a mizzium apparatus and take experience in arcana and you get access to the entire board spell list up to the level of your highest spell slot and you still have a 34 spell save dc
since artificer wizard and sorcerer all use parts of the arcane spell list you could just take all three classes get all 3 DC boosting items for each class plus the cleric one that is written wrong then cast a spell that all 3 arcane classes give you, letting you use the bonus from all the items. 38 spell save DC that way.
Artificer gets the Enhanced Arcane Focus Infusion for +1 and eventually +2 to all spell attack rolls. I know it’s not strictly applicable, as this article is specifically about DC’s, but it’s another way to improve a spellcaster! (And since this Frankenstein build took 14 levels of Artificer anyway, you may as well! lol)
Only way I found to get a higher spell DC: Since Artificer 14 lets you ignore requirements for magic items, you can devote a few more levels into Artificer to get Artificer 18, giving you an additional attunement slot. What can you do with this additional attunement slot? Why, another Ioun stone of Mastery of course! +1 proficiency bonus for a total DC of 36
Thrikreen lvl 20 Artificer +3 all purpose tools +3 Amulet of the Devout +2 Robe of the archmagi +3 Moon Sickle +3 Rhythm Maker’s Drum +3 Blood well Vial +6 Proficiency bonus and a maxed out int to get a +5 you get a total of 36 for your spell save DC’s and +28 to hit on spell attacks and the best part is it’s playable and enjoyable, and you’ve not even gone M.A.D.
It’s not that unreasonable since artificers SHOULD be making those magic items to begin with- at least by that level. A level 20 artificer making a robe of the archmagi should not be all that crazy- in fact, I’d expect them too. Almost all the magic items seem like something an artificer would make for themselves. Oh, but I really do prefer the Rhythm-Makers Drum to be Rhythm-Makers Instrument. So the bard can just choose their instrument of choice. I think that’s perfectly fair until they say “it’s a rhythm-maker harmonica, I hold it with this device that keeps it next to my mouth to play, so my hands are free to hold this other instrument- and you said having 3 instrument proficiencies was silly!”
18:35 Bag of Beans – Nest of Eggs times infinite = arbitrarily high ability scores, due to “a creature permanently increases its lowest ability score by 1” having no limit (thanks to Pack Tactics for making a article about that btw. otherwise I wouldn’t know) and as far as I’m aware, there’s no total limit for ability scores or casting dc in D&D, just that about every other way of rising this didn’t forget to mention to what value at max
You forgot the most fun way of raising your save dc: taking conjure minor elementals for magical secrets as a level 10 bard and making 8 chwingas give you supernatural charms over and over again until you get the obe that gives you +4 charisma to a max of 22. Definitely no consequences to doing this, you totally won’t end up with an abomination of a character afterwards.
Not to be ‘that person.’ And I might be wrong, wouldn’t the combining magical effects rule in phb negate the use of the amulet of devout, bard drums and the other bard instrument so only one of the +3’s would apply? Seeing they’re almost identical effects and the believed intention was for every class to get one specific +3.
There could be some shapechange/true polymorph creature that has some ability that lets you increase your spell save DC, but I don’t think it’s worth losing the attunement slots from artificer. We don’t need higher ability scores and aside from a few monsters with “cleric” or “wizard” in parenthesis next to their name that could in theory substitute for multiclass requirements if we were turned into them, I didn’t see anything in particular that was useful.
Adding to the discussion, if bloodhunter is an option (it’s homebrew, I know, but it’s popular and allowed at most tables I’ve played at) some of the Mutagens from Order of Mutant can be used to increase your casting score. Sagacity for example grants +4 int at 11th character level, so with 8 levels in Wizard or Artificer and 3 levels in bloodhunter it’s possible to reach 24 intelligence
Is cleric needed? 14 artificer removes the class restrictions for Amulet of the devout. Fun article and thanks for codifying this. i play an artificer in AL and have a ludicrous DC and spell to hit (not as high as this article of course because it is a practical character) but I have very few spells where it breaks the game when I cast them. Probably my best move is Web in my spell storing item at a DC 27 few things make the save. I do like this for casting low-level debuffs like Bane however which I got through Fey touched.
Very similar to an “Ultimate Summoner” build I made. Special note: you can bypass all those pesky spell Action requirements by pre-casting those spells into Glyphs of Warding. And you can bypass the “can’t move it more than 10 feet” by casting your glyphs in a Demiplane… but then it costs you an Action/Bonus action (Quickened) to cast Demiplane which means you still lose a round for setup… unless, I suppose, you already cast demiplane before Combat… but then you’re gonna want to cast it on an Actual door strapped to the fighter’s back so your Demiplane could be mobile… not that I’ve thought about this or anything…
you can instead of using the concertina, use a +3 moon sickle and staff of the woodlands, then take a +3 amulet of the devout,, then loun stone then robe of the arch mage and if you have a 30 in wis its 8+7+10+3+3+2+2 for the same total, and you can now take a variant human or something other than a thri kreen. (however if you somehow got even more attunement slots you could take a +3 wand of the warmage) for a total of 38
So I took this into D&D Beyond and tried a lvl 20 Artificer. It’s telling me that My Artificer Spell Save DC is 35, so I’m guessing the Magic Item Savant is programed in D&D Beyond to override the class restrictions for saving throw DCs as well. I’m also guessing 35 is a hard cap in the code because when I added a +3 Rod of the Pact Keeper it stayed at 35. Either that or the Rod ignores Magic Item Savant or the coding isn’t supposed to override class spell restrictions and Rod is the only one programed right.
Note: the wizard and cleric levels are not necessary, since artificers ignore attunement restrictions at level 14! And actually, yes, I do think there is a better way! Since we explicitly mentioned we don’t care about disadvantages or any of the sort, ONLY DC, we can drop wizard and cleric to go 18 artificer, and with that extra slot we get the Mizzium apparatus. Now our DC applies on bard spells of up to 6th level 😉
Just pointing out, the highest DC possible will ALWAYS be 30 thanks to Bounding Accuracy. AC, CR, and any sort of set in stone DC for ability checks and saving throws always cap out at 30. So really, any casting class can get close without too much hassle. Though a Thri-Kreen Bard sounds funny. Sorcerers, Warlocks, and Wizards benefit the most in this way since all they need is the ability boosting tomes, the items boosting their save DC, the Ioun Stone of Mastery, and the Robe of the Archmagi. No need to multiclass for those 3 in particular.