What items give a +1 to saving throws?

My DM gave a few magic items to the party after a particularly rough encounter with a dragon a month or so ago. One player was missing, so we only had 3, and one player died. The result of this is that my greedy gnome criminal and the guileless half-orc fighter where the only 2 alive. Of course, I took all the magic items.

My DM can’t remember what one of the items was and neither can I. All we know is it gave a +1 bonus to saving throws, and was in the DMG. What magic items give +1 bonus to all saving throws?

Is there an easy formula for multiple saving throws?

My issue: I am playing a druid and if I do something like summon 8 wolves I can end up forcing the DM into 8 saving throws each turn.

I mitigate this on my end with an app to roll lots of dice, I pre-roll my attacks and damage and all that, so my turns are quick, but the DM mentioned after the game that he doesn’t like having to roll so many saving throws, and worries it might slow things down.

Is there a reasonably simple formula to convert multiple saving throws into a single dice roll?

Example: 8 DC12 Strength saving throws becomes a single DC18 save – the outcome being that the target has a similar % chance of overall success, but with less dice.

My expectation is that given there are various throws of various difficulty, and each creature will have a different bonus that what I am asking for simply can’t be done, but I don’t have the maths to prove that.

What I am not looking for are ways to convince the DM that it isn’t too bad (It is no different than a well placed AoE for example), or to not summon so many wolves, spread the attacks around, or that I don’t get to pick what I summon, or any of the other usual advice about saving table time. My turns take seconds because I plan in advance, and I don’t think the DM wants to change what they do (IE: no using a dice roller for them), so this is just me looking to answer this one question.

Do reactions that trigger on saving throws give knowledge of saving throws that would otherwise be secret?


Preliminaries.

Some reactions have triggers which are tangible events in the fiction of the game. For example, feather fall‘s casting time is:

1 reaction, which you take when you or a creature within 60 feet of you falls.

This is something tangible within the fiction: feather fall’s trigger is something perceived and understood by both the player out of game and the character in game.

On the other hand, some reactions have triggers which are intangible within the fiction of the game: they are perceived only by the player out of game, and do not actually reflect anything about the character’s knowledge in game. For example, the Artificer’s Flash of Genius ability says:

When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

Another example is the Oath of the Watchers Paladin’s Vigilant Rebuke ability:

You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Both of these abilities allow the character to take a reaction in response to another character making a saving throw.

But passing, failing, or even attempting a saving throw are not something characters know about. Characters don’t even know what saving throws are. These two questions discuss this:

  • In 5e, are saving throw results detected by the opposing party?
  • Do characters know if someone else, who they can see, has failed a saving throw?

The Scenario.

Suppose the evil Archmage casts scrying on one of our party members, in an attempt to secretly spy on them. Scrying calls for a wisdom saving throw. The party would normally have no idea this was going, no idea someone was making a saving throw, and no idea if that saving throw succeeded or failed.

But what if we have an Artificer or Watchers Paladin around?

Rules as written the artificer or paladin would be able to use their respective reactions in response to the saving throw for the Archmage’s scrying.

Do the artificer and paladin characters know in game that they used their abilities in response to the saving throw against the scrying spell?

Obviously, they don’t know what a saving throw is, and won’t know that it is a scrying spell at work. But do they know that something is afoot and that they used their ability?

Is there any way to actually impose disadvantage (not just cancel advantage) on saving throws against spells for a creature with Magic Resistance?

Many creatures in D&D 5e have a feature called Magic Resistance. One such is the Archmage:

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

So the Archmage has advantage on saving throws against magical effects. Suppose I wanted to weaken the Archmage’s resistance to magic – I use some effect that gives disadvantage on the saving throw for my spell. Normally, this would balance out to a straight roll, as the rules for advantage and disadvantage say:

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

This seems to set a baseline for a straight roll on saves against magical effects, that the Archmage can never roll at disadvantage against magical effects.

But is there a way to get around this? Keep in mind, such an ability must respect the specific beats general rule:

That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

The general rule here is that advantage and disadvantage balance out to a single die roll, so getting around Magic Resistance must either specifically override the rule for advantage and disadvantage, or eliminate Magic Resistance entirely.

Is there any way (e.g. magic item, class feature, spell, etc.) to force a creature with Magic Resistance to make a save against a magical effect with disadvantage?


While writing this up I did find this closed question which asks generally how to combat creatures with Magical Resistance, I intend this to be a (hopefully) more focused version of that question.

Do you make death saving throws out of combat?

Death saving throws are made on each turn where you are dying and not stable. However, the rules specifically talk about making saves during combat rounds – so what about after combat? Two PCs are up, three are dying, and the lich is defeated. For the three that are dying:

  1. Do combat turns continue as normal until all are either stable are dead?
  2. Since combat is over, do the dying PCs make their saves consecutively until they are dead/stable without interference from other PCs? (a combat round in which a save is normally made is only 6 seconds)
  3. Do the PCs automatically stabilize?

I think the closest interpretation is option 1, but at my home game we’ve house-ruled to work with option 3 (barring exigent circumstances like a PC dying alone somewhere in a trap) because we assume that in the majority of cases a party can easily stabilize their companion or the PC will make their save.

I’m looking for a rule stating explicitly how death saves work outside of combat, or a wiser interpretation than my own.

If you’re unconscious and making death saving throws, and an attack from within 5 feet of you hits you, does it cause 2 failed death saves?

In the PHB, it says that three death saving throw failures means you die; taking any damage causes 1 failure, and a critical hit causes 2 failures. But the unconscious condition says that attacks against an unconscious character have advantage and auto-crit if they’re within 5 feet.

That seems really tough — it almost guarantees that you’ll die if hit twice if one is melee, and on top of that if you’re hit once and not stabilized on your next turn you have a 45% chance of getting your third failure from the saving throw.

Am I correctly reading the rules? If you’re unconscious and making death saving throws, and an attack from within 5 feet of you hits you, does it cause 2 failed death saves?

Does Enhance Ability spell help with saving throws?

Background: I was hoping to use Enhance Ability and its Bear’s Endurance option to speed up our travelling a bit. But now I am not sure if it will work, hence this question.

Enhance Ability – Bear’s Endurance lasts for 1 hour with concentration, and gives advantage on constitution checks (also 2d6 temp HP, but that’s not relevant here). It does not specify "ability check", just "check".

Things like forced march, spell concentration and holding your breath actually call for constitution saving throws (see this related queston).

Does Enhance Ability help with saving throws?

In other words, is Bear’s Endurance useful for the above, or does it only help with constitution ability checks (of which there are precious few, it’s almost always a saving throw)?

When do magical items require saving throws?

When do magical items require saving throws?

For example, suppose a fighter with a ring of protection +2 is hit with a fireball. I see three possibilities:

A) The ring needs a save only if it’s not worn B) The ring needs a save if the character fails their save C) The ring needs a save regardless because it was exposed to magical fire

Which of these applies?