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Many saves you are unlikely to encounter except when facing magic of some kind. Intelligence, Charisma, and Wisdom all fall into this category. With regards to these saves advantage can be as good as proficiency. A level 10 Paladin with 10 WIS and 20 CHA has a 50% chance of beating a DC 15 Wisdom Save and 75% of beating a DC 15 Charisma save. A level 1 Sorcerer with 10 WIS, 20 CHA and Magic Resistance has a 51% to beat the Wisdom save and 80% to beat the CHA. Even discounting spells with STR, DEX, and CON saves Magical Resistance provides a major boost to three saves that are commonly magical. Proficiency in one save is worth an ASI. Proficiency in all saves is half a 14th level Monk feature. Considering many INT, WIS, and CHA saves will be against magical effects gives a basis for understanding the power of Magical Resistance.

The Yuan-Ti gets Magic Resistance and also a whole bevy of magical abilities and also immunity to Poison and also more languages than normal and also darkvision and also Cha as their primary ASI. A balanced Magic Resistance race looks like you get Magic Resistance and ASIs and basically nothing else or maybe you get Magic Resistance and cool stuff, but less ASIs than normal.

Dnd magic resistance area

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Magic Resistance is NOT gamebreaking for PC’s

I was already considering making this post about the Yuan-it Pureblood race a while ago, and now that Satyrs have the same trait this is a good time to put it out there.

PC Magic Resistance is completely, totally fine. It’s good, but not great.

Very few monsters in the Monster Manual use actual factual spells when compared to the ones who do not. Having advantage on saving throws against them - especially when plenty are based on things that are not saving throws - is a largely minimal boon.

I think the preconception that Yuan-ti and now Satyrs are too powerful comes from the fact that most of the classes in the PHB are spellcasters, and spells and their rules take up about half of the Player’s Handbook. As such, when people hear that there’s an ability that makes a pair-and-a-half of races - the half being gnomes - better against many of the contents found therein, people overreact and think that they’re too good.

But, in my experience especially, they are not. There are so many ways to disrupt players as a DM without the use of spells that I can think of very few times when Magic Resistance would have even come up! And even in the cases where it would have, there’s something that a lot of people seem to forget;

Advantage does not mean success.

In the grand scheme of things, having Magic Resistance against Fireball just means that they will be somewhat more likely to take 11 damage instead of 22. For the same reason that the Oath of Ancient’s paladin aura is just fine, Magic Resistance is just good - but not great.

Edit: Hey folks! Thanks for contributing to the discussion. Some great points have been made, and while I maintain my stance I appreciate everyone correcting and clarifying the information in this post. I hope people can look to the information found here and use it to draw their own conclusions about what is most fun in their own game.

PC Magic Resistance is completely, totally fine. It’s good, but not great.
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ralph ineson imdb

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