The spell Hex does not affect Saving Throws. The spell specifically states that it affects “ability checks,” which are different from Saving Throws.
In Dungeons and Dragons 5th edition, ability checks are rolls made to determine a character’s success or failure in performing an action that relies on their inherent abilities, skills, or attributes. These checks can include things like Athletics checks, Stealth checks, or Investigation checks, among others. Hex imposes disadvantage on ability checks made with the chosen ability score, making it more difficult for the affected creature to succeed.
On the other hand, Saving Throws are rolls made to resist or avoid the effects of spells, traps, or other harmful effects. They are separate from ability checks and are specifically tied to the six saving throw proficiencies: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Saving Throws are used to determine whether a character can resist or reduce the impact of something harmful, such as a fireball spell or a poison trap.
Since Hex only affects ability checks and not Saving Throws, it means that creatures affected by Hex will still roll their Saving Throws as normal. The spell does not impose disadvantage on Saving Throws, nor does it grant any additional benefits or penalties to them.
It’s important to note that some spells or effects may specifically target Saving Throws or ability checks, and they would state so in their descriptions. However, Hex is not one of those spells. It specifically affects ability checks and does not impact Saving Throws in any way.
In my own experiences playing Dungeons and Dragons, I have encountered situations where Hex has been used strategically to hinder an enemy’s ability to perform certain actions or skills. However, it never affected their Saving Throws, allowing them to still have a chance to resist harmful effects.
To summarize, Hex only affects ability checks and does not impact Saving Throws. This means that creatures affected by Hex will still roll their Saving Throws as normal, without any penalties or advantages from the spell.