Saving throws are based on your ability scores. There are six main ability scores: strength (STR), dexterity (DEX), constitution (CON), wisdom (WIS), intelligence (INT), and charisma (CHA). Ability scores reflect your character’s prowess in each area; if they have a STR score of 20 and an INT score of 9, it means they’re very strong but have lower-than-average intelligence. Say you’re fighting a vampire who casts “Charm Person” on your character. In that case, you’d make a wisdom saving throw because your character’s WIS score determines their ability to resist the vampire’s influence.

For example, if the DC to resist a spell is 15, and you roll an intelligence saving throw of 17, then you succeeded, and the spell might fail or have a reduced effect. If you roll an intelligence saving throw of 13 against a spell DC of 15, then you would fail—and the spell would affect your character in whatever way the DM dictates.

For example, if your DM asks for a constitution saving throw, the number you’re looking for is your character’s constitution modifier, which will be labeled on the character sheet. Modifiers can be positive or negative values because they’re based on your ability score. For example, if your character has a constitution of 20, their modifier will be +5. If their constitution is a 7, they’ll have a -2 modifier. The D&D 5th edition rulebook explains what kind of modifier your ability scores should have if you don’t already know. Don’t be afraid to consult it while playing if you need to!

For example, say you’re making that CON save, and your character’s CON modifier is a +2. If you roll your d20 and get a 13, your constitution saving throw would be a 15 total (13 + 2). After calculating your saving throw, tell the DM what you rolled. They’ll let you know if it’s a failure or a success.

Your proficiency bonus is a separate number that increases gradually as you level up. At level 1, it’s a +2, and by the time you reach level 20, it’s a +6. Your DM will typically tell you when your proficiency bonus increases. Say your character has proficiency in CON saves and a proficiency bonus of +3. In that case, for the roll above, you’d actually add your d20 result, modifier, and proficiency, or 13 + 2 + 3 for a total of 18. When you choose a class for your character (such as wizard, cleric, fighter, or rogue), note which saving throw proficiencies they get. It’ll be listed in the 5th edition rulebook! Some online D&D gaming platforms like DndBeyond and Roll20 will automatically add your proficiency bonus to your saving throw modifier, so you don’t have to.

For example, if a bard gives you “Bardic Inspiration,” you can use it to boost a saving throw. If you’re a cleric or paladin or have a subclass that gives you the “Bless” spell, you can cast it to get a d4 bonus to saving throws. Remember to check when you can use these abilities. Some are reactions (which you can use as you roll your saving throw), but others you’ll need to use preemptively as an action or bonus action during your turn.

Environmental conditions often affect this. For example, if you’re currently in a dark area and need to make a DEX save, your DM might rule that you have disadvantage because you can’t see the spell effect coming. Some feats, abilities, and magical items also grant advantage or a bonus on saving throws. For example, if you find a luckstone in your travels, you’ll get a +1 bonus to every saving throw modifier!

Strength governs a character’s physical prowess. STR saves are used against anything that might restrict or forcibly move you. Constitution governs a character’s vitality. CON saves are used to resist poison, disease, and other harmful physical effects. Dexterity governs a character’s agility. DEX saves are used to evade area-of-effect spells and traps. Wisdom governs a character’s willpower. WIS saves combat effects that sap a character’s will to fight, like a charm or fear effect. Intelligence governs a character’s mental power. INT saves are used to see through illusions and resist abilities that target the mind. Charisma governs a character’s magnetism and resolve. CHA saves resist effects that alter a character’s personality or banish them to another plane.

Having both proficiency and a high modifier for a particular saving throw will make your character extra effective! For example, if your cleric character is proficient in WIS saves and has a modifier of +5, their modifier for WIS saves at the first level would be +7. That’s a great modifier, and it increases your chances of success.

So long as a character is unconscious, they make a single death save on each subsequent turn until they’re healed, stabilized, or they die.

Keep in mind that while the possibility of character death can be intimidating, it doesn’t have to be permanent! There are many ways to resurrect a PC using spells and abilities in the game. If the idea of permanent character death bothers you, try speaking to your DM. A kind and receptive DM can easily get creative with battlefield consequences and come up with fun ways to keep your character in the game.

Say you’re a warlock use one of your spell slots to banish an enemy. Cool, right? For the “Banishment” spell to work, the chosen enemy must fail a CHA save. Spell save DCs are based on proficiency bonus and spellcasting ability modifier. For a warlock, their spellcasting ability is the same as their CHA modifier. From there, enemy saving throws work the same as PC saving throws. If your warlock’s DC is 15 and an enemy rolls a 14 CHA save, then presto! They’re banished.