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使用能力值
六項能力值提供了所有生物身體與精神特質的簡要敘述:
- 力量:量度肉體力氣
- 敏捷:量度靈敏性
- 體質:量度耐久力
- 智力:量度推理能力與記憶力
- 睿知:量度感知能力與洞察力
- 魅力:量度人格風采
能力值與調整值
每個生物的能力都有個數值,而其數字衡量了能力的強度。能力值不僅僅是固有才能的計量指標,也包括了生物在與該能力相關的訓練與水準。
Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.
一般人的平均值是 10 或 11,但冒險者與怪物大多數的能力值高於平均。通常 18 是常人可以達到的最大值。而冒險者們的最大值可以高達 20 ,怪物與神靈甚至能高達 30 。
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
每項能力都衍伸出一個調整值,該值介於 -5 (當能力值為 1 時)到 +10 (當能力值為 30 時)。「能力值與調整值對照表」記載了能力值從 1 點到 30 點時的能力調整值區間。
Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.
一般人的平均值是 10 或 11,但冒險者與怪物大多數的能力值高於平均。通常 18 是常人可以達到的最大值。而冒險者們的最大值可以高達 20 ,怪物與神靈甚至能高達 30 。
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
每項能力都衍伸出一個調整值,該值介於 -5 (當能力值為 1 時)到 +10 (當能力值為 30 時)。「能力值與調整值對照表」記載了能力值從 1 點到 30 點時的能力調整值區間。
Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
能力值與調整值對照表
能力值 | 調整值 | 能力值 | 調整值 | |||||
1 | -5 | 16~17 | +3 | |||||
2~3 | -4 | 18~19 | +4 | |||||
4~5 | -3 | 20~21 | +5 | |||||
6~7 | -2 | 22~23 | +6 | |||||
8~9 | -1 | 24~25 | +7 | |||||
10~11 | 0 | 26~27 | +8 | |||||
12~13 | +1 | 28~29 | +9 | |||||
14~15 | +2 | 30 | +10 | |||||
優勢與劣勢
有時候,一些特別的能力或法術效果,會使你所進行的能力檢定、豁免,或是攻擊帶有優勢或劣勢。此時,在你進行擲骰檢定時擲第二枚 d20 ,如果你有優勢則從兩次擲骰結果中取高者,反之劣勢則取低者。舉例來說:若你擲出了 17 和 5 ,若你有劣勢則以 5 進行檢定。若你有優勢則你以 17 為檢定結果。
如果有多個帶來優勢或造成劣勢的情況影響單次擲骰檢定,你只會擲一枚額外的 d20 。假設有兩種有利狀況都帶給你優勢,你一樣只擲一枚 d20 。
要是遇到讓單次擲骰同時擁有優勢與劣勢的情形,你視同兩者皆無,並只擲一枚 d20 。即使你擁有多個劣勢而只有一個優勢,或者相反地優勢多而劣勢少,你視同沒有優勢也沒有劣勢。
當你同時擁有優勢或劣勢,以及遊戲中其他能讓你重擲 d20 的機制,如半身人種族特質「幸運」時,你只能重新擲骰一次,並由你決定要重擲哪一次。舉個例子:如果有個半身人角色在某次的能力檢定中帶有優勢或劣勢,而擲出了 1 與 13 時,則此半身人可以使用「幸運」種族特質重擲骰值為 1 的擲骰。
通常你會因為特殊的能力、動作或者法術得到優勢或劣勢。獲得激勵也能賦予角色優勢。DM可以決定形勢的順逆對檢定的影響,並對相應狀況給予優勢或劣勢作為結果。
如果有多個帶來優勢或造成劣勢的情況影響單次擲骰檢定,你只會擲一枚額外的 d20 。假設有兩種有利狀況都帶給你優勢,你一樣只擲一枚 d20 。
要是遇到讓單次擲骰同時擁有優勢與劣勢的情形,你視同兩者皆無,並只擲一枚 d20 。即使你擁有多個劣勢而只有一個優勢,或者相反地優勢多而劣勢少,你視同沒有優勢也沒有劣勢。
當你同時擁有優勢或劣勢,以及遊戲中其他能讓你重擲 d20 的機制,如半身人種族特質「幸運」時,你只能重新擲骰一次,並由你決定要重擲哪一次。舉個例子:如果有個半身人角色在某次的能力檢定中帶有優勢或劣勢,而擲出了 1 與 13 時,則此半身人可以使用「幸運」種族特質重擲骰值為 1 的擲骰。
通常你會因為特殊的能力、動作或者法術得到優勢或劣勢。獲得激勵也能賦予角色優勢。DM可以決定形勢的順逆對檢定的影響,並對相應狀況給予優勢或劣勢作為結果。
熟練加值
Characters have a proficiency bonus determined by level, as detailed in "Step-By-Step Characters." Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.
角色具有按等級確定的熟練度獎勵,詳見“逐步角色”。 怪獸也有這個獎勵,這個獎勵被納入他們的統計區塊。 獎勵用於能力檢定,豁免檢定和攻擊檢定的規則。
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.
您的技能獎勵不能一次添加到單個模具卷或其他編號中。 例如,如果有兩條不同的規則說你可以將智慧獎勵加到智慧豁免檢定上,那麼當你進行檢定時,你只能加一次獎勵。
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.
偶爾,您的技能獎勵可能會在應用之前被倍增或分割(例如加倍或減半)。 例如,盜賊的專長技能功能在某些能力檢定中將熟練加值提高一倍。 如果情況表明您的熟練紅利多次應用於相同的滾動,您仍然只添加一次,並將其僅分配一次。
By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.
同樣的道理,如果一個特徵或效果允許你在進行能力檢定時乘上你的熟練加值,而這個加值檢定通常不會從你的熟練加值中受益,你仍然不會在檢查中加入這個加值。 對於這個檢查,你的技能獎勵是0,因為任何數字乘以0仍然是0.例如,如果你對歷史技能缺乏熟練度,你不會從一個功能中獲益,這個功能可以讓你在你 進行情報(歷史)檢查。
In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
一般來說,你不會在攻擊檢定或豁免檢定中增加你的熟練加值。 如果某項功能或效果允許您這樣做,則適用這些相同的規則。
如本书第 1 章所述,每个角色都具有一项由等级决定的
熟练加值。对于怪物的情况,同样类型的加值则是直接注明
在其属性数据中。该加值适用于属性检定、豁免检定和攻击
检定。
你的熟练加值不能在同一次掷骰或同一数值上应用多于
一次。例如,当有两条不同的规则项允许你将熟练加值加给
某感知豁免时,你依然只能在此豁免中使用一次熟练加值。
有时候,你的熟练加值会在进行乘除运算后(比如加倍
或减半)再作应用。例如,游荡者的职业特性“专精 Expertise”
就会将某类属性检定的熟练加值翻倍。如果有情况允许你在
一次掷骰多次使用熟练加值,则你依然只使用一次加值,也
只作一次倍率运算。
另一种情况是:当某项特性或效应让你对熟练加值进行
运算,而你所进行的属性检定不允许应用熟练加值时,则你
依然无法将熟练加值加上。换言之,你进行该检定时的熟练
加值为 0,而 0 乘任何数都为 0。例如,不具有历史技能熟练
项的角色,就算拥有加倍熟练加值的特性,其进行智力(历
史)检定时,也不能加上双倍的熟练加值。
一般情况下,攻击检定和豁兔检定的熟练加值不会有倍
率运算。而当某些特性或效应产生相似的作用时,则以上规
则同样适用。
角色具有按等級確定的熟練度獎勵,詳見“逐步角色”。 怪獸也有這個獎勵,這個獎勵被納入他們的統計區塊。 獎勵用於能力檢定,豁免檢定和攻擊檢定的規則。
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.
您的技能獎勵不能一次添加到單個模具卷或其他編號中。 例如,如果有兩條不同的規則說你可以將智慧獎勵加到智慧豁免檢定上,那麼當你進行檢定時,你只能加一次獎勵。
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.
偶爾,您的技能獎勵可能會在應用之前被倍增或分割(例如加倍或減半)。 例如,盜賊的專長技能功能在某些能力檢定中將熟練加值提高一倍。 如果情況表明您的熟練紅利多次應用於相同的滾動,您仍然只添加一次,並將其僅分配一次。
By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.
同樣的道理,如果一個特徵或效果允許你在進行能力檢定時乘上你的熟練加值,而這個加值檢定通常不會從你的熟練加值中受益,你仍然不會在檢查中加入這個加值。 對於這個檢查,你的技能獎勵是0,因為任何數字乘以0仍然是0.例如,如果你對歷史技能缺乏熟練度,你不會從一個功能中獲益,這個功能可以讓你在你 進行情報(歷史)檢查。
In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
一般來說,你不會在攻擊檢定或豁免檢定中增加你的熟練加值。 如果某項功能或效果允許您這樣做,則適用這些相同的規則。
如本书第 1 章所述,每个角色都具有一项由等级决定的
熟练加值。对于怪物的情况,同样类型的加值则是直接注明
在其属性数据中。该加值适用于属性检定、豁免检定和攻击
检定。
你的熟练加值不能在同一次掷骰或同一数值上应用多于
一次。例如,当有两条不同的规则项允许你将熟练加值加给
某感知豁免时,你依然只能在此豁免中使用一次熟练加值。
有时候,你的熟练加值会在进行乘除运算后(比如加倍
或减半)再作应用。例如,游荡者的职业特性“专精 Expertise”
就会将某类属性检定的熟练加值翻倍。如果有情况允许你在
一次掷骰多次使用熟练加值,则你依然只使用一次加值,也
只作一次倍率运算。
另一种情况是:当某项特性或效应让你对熟练加值进行
运算,而你所进行的属性检定不允许应用熟练加值时,则你
依然无法将熟练加值加上。换言之,你进行该检定时的熟练
加值为 0,而 0 乘任何数都为 0。例如,不具有历史技能熟练
项的角色,就算拥有加倍熟练加值的特性,其进行智力(历
史)检定时,也不能加上双倍的熟练加值。
一般情况下,攻击检定和豁兔检定的熟练加值不会有倍
率运算。而当某些特性或效应产生相似的作用时,则以上规
则同样适用。
能力檢定
An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. |
典型難度等級表按下以自訂 HTML
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比試
Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor.
This situation also applies when one of them is trying to prevent the other one from accomplishing a goal--for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.
Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
This situation also applies when one of them is trying to prevent the other one from accomplishing a goal--for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.
Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
技能
Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)
For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.
The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.
Strength
For example, if a character attempts to climb up a dangerous cliff, the DM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.
For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.
The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.
Strength
- Athletics
- Acrobatics
- Sleight of Hand
- Stealth
- Arcana
- History
- Investigation
- Nature
- Religion
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
- Deception
- Intimidation
- Performance
- Persuasion
For example, if a character attempts to climb up a dangerous cliff, the DM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.
變體規則:使用不同能力值的技能檢定
Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-‐‑orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.
被動檢定
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Here's how to determine a character's total for a passive check:
10 + all modifiers that normally apply to the check
If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.
For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.
Here's how to determine a character's total for a passive check:
10 + all modifiers that normally apply to the check
If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.
For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.
協力合作
Sometimes two or more characters team up to attempt a task. The character who's leading the effort--or the one with the highest ability modifier--can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task.
Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task.
Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.
團體檢定
When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.
To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.
Otherwise, the group fails. Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.
Otherwise, the group fails. Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
属性检定用以判定角色或怪物的天赋和训练是否足以克
服某项考验。当角色或怪物试图执行一个动作(非攻击动作)
时,如果 DM 认为其结果有可能失败,则需要进行属性检定。
即让未知的未来交由掷骰决定。
每当需要进行属性检定时,DM 会先选定一项适合当前状
况的属性,再确定该事件的难度,即事件的难度等级(DC)。
事件越难完成,则其 DC 越高。表格“常用难度等级”中列出
了最常见的各项 DC 数值。
常用难度等级 Typical Difficuly Classes
事件难度 DC
非常容易 5
容易 10
中等 15
困难 20
非常困难 25
几乎不可能 30
进行属性检定的过程如下:你掷一粒 d20 并加上适用的
属性调整值。跟其他 d20 掷骰一样,加上各种适用的加值或
减值后,再将总结果跟 DC 相比。如果你的总值大于等于 DC,
则检定成功。即意味着进行检定的生物克服了眼前的难关。
否则就是检定失败,即意味着该角色或怪物在该事件上可能
没有进展,也可能是进展缓慢,其具体情况则由 DM 作最终
判定。
服某项考验。当角色或怪物试图执行一个动作(非攻击动作)
时,如果 DM 认为其结果有可能失败,则需要进行属性检定。
即让未知的未来交由掷骰决定。
每当需要进行属性检定时,DM 会先选定一项适合当前状
况的属性,再确定该事件的难度,即事件的难度等级(DC)。
事件越难完成,则其 DC 越高。表格“常用难度等级”中列出
了最常见的各项 DC 数值。
常用难度等级 Typical Difficuly Classes
事件难度 DC
非常容易 5
容易 10
中等 15
困难 20
非常困难 25
几乎不可能 30
进行属性检定的过程如下:你掷一粒 d20 并加上适用的
属性调整值。跟其他 d20 掷骰一样,加上各种适用的加值或
减值后,再将总结果跟 DC 相比。如果你的总值大于等于 DC,
则检定成功。即意味着进行检定的生物克服了眼前的难关。
否则就是检定失败,即意味着该角色或怪物在该事件上可能
没有进展,也可能是进展缓慢,其具体情况则由 DM 作最终
判定。
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A saving throw--also called a save--represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.