Prestidigitalis
First Post
Let's say a 29th level Knight or Slayer has the feats Superior Will and Martial Resolve (descriptions below) in addition to the class feature Spirit of War. Is the result multiple "extra" saving throws, or is there just one?
Example: At start of turn the Knight is Stunned, Dazed and taking ongoing damage. Is it possible to use Superior Will to save vs. Stunned, Martial Resolve to save vs Dazed, and Spirit of War to save vs. the ongoing damage?
Example: Same situation, but the save against Stunned granted by Superior Will fails. Can the Knight try to save vs. Stunned using one or both of the other methods?
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Here are the feat and feature descriptions:
Superior Will: [...] if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.
Martial Resolve: You can make saving throws against the dazed, slowed, stunned, weakened, and immobilized conditions at both the start and the end of your turn.
Knight/Slayer Spirit of War: At the start of your turn, you can make a saving throw against one effect that a save can end. If the saving throw succeeds, the effect ends, preventing it from affecting you on your current turn. If the saving throw fails, you still make a saving throw against the effect at the end of your turn.
Example: At start of turn the Knight is Stunned, Dazed and taking ongoing damage. Is it possible to use Superior Will to save vs. Stunned, Martial Resolve to save vs Dazed, and Spirit of War to save vs. the ongoing damage?
Example: Same situation, but the save against Stunned granted by Superior Will fails. Can the Knight try to save vs. Stunned using one or both of the other methods?
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Here are the feat and feature descriptions:
Superior Will: [...] if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.
Martial Resolve: You can make saving throws against the dazed, slowed, stunned, weakened, and immobilized conditions at both the start and the end of your turn.
Knight/Slayer Spirit of War: At the start of your turn, you can make a saving throw against one effect that a save can end. If the saving throw succeeds, the effect ends, preventing it from affecting you on your current turn. If the saving throw fails, you still make a saving throw against the effect at the end of your turn.