Defense Modifiers in Dawn of Others | World Anvil

Defense Modifiers

Note: Defense modifiers affects AC and Dexterity Saving Throws.

Condition Descriptions

Concealment.

Concealment works similarly as cover, except targets within and on opposing sides of concealment all gain its benefits, no matter which is closer to it. Some types of concealment only affect certain targets when used, while others can be ignored with certain types of technology. For example, basic smoke grenades can be circumvented with infrared goggles, so anyone wearing them can disregard the benefit it offers an opponent.

Partial Concealment

This is a lightly obscured area or in dim lighting.

Heavy Concealment

This is in a heavily obscured area or in almost complete darkness.

Total Concealment

This is the same as being invisible (and is the exception to the compounding rule above—you can benefit from total concealment or invisibility, but not both). Targets cannot be seen at all. This is a completelyobscured area.

Cover

Cover operates the same as normal, except total cover now offers a +8 to AC and saving throws—it does not prevent attacks. Cover acts differently depending on what the cover is made of and how high it is with respect to the target hiding behind it. For example, if an obstruction is offering a Medium-sized target half cover, it may not provide cover to a Large target at all. Understandably, the cover does not help a Dexterity saving throw if the target is on the same side of the cover as the effect.

Dash

The Dash action offers a +1 bonus to AC and Dexterity saving throws in addition to its normal function.

Dodge

The Dodge action no longer imposes disadvantage to incoming attack rolls. It now grants a bonus to your AC equal to your Dexterity bonus (or whatever ability score modifier you add to your AC). This effectively doubles your attribute bonus to AC. The bonus with the Dodge action is still limited by the Max Dex Bonus when wearing Medium or Heavy armor (meaning if you are wearing heavy armor, the Dodge action is useless).

Kneeling

As part of your move, you can spend 5 feet of movement and kneel. By kneeling, you gain a +1 bonus to AC until you move again. To stand from a kneel costs 5 feet of movement (so it can be a preferred compromise from going prone. If you move while kneeling, it is the same as crawling (1 additional foot of movement required to move 1 foot).

Invisible

Like the Dodge action, being invisible no longer imposes disadvantage on attackers. Instead, you gain a +8 bonus to AC. An invisible target still has advantage against opponents.

Parry

Parry is not an action but a passive effect all targets in melee combat benefit from. If you suffer a melee attack and possess a melee weapon you are proficient with, you can add the ability modifier you employ for that weapon and add it to your AC. If your unarmed attacks count as melee weapons, you can only parry against other unarmed attacks unless you wear some form of arm protection. You cannot parry ranged attacks (unless you possess a special ability that enables you to do so) unless you are 5 feet or closer to the attacker, in which case you are parrying hand movement and not bullets.

Prone

Instead of simple advantage and disadvantage, being prone offers a +2 bonus to AC against ranged opponents 10 feet away or further, and a +3 bonus against targets 30 feet away or further. Being prone provides no bonus to AC against ranged attacks closer than 10 feet. Attackers attempting melee or ranged attacks at 5 feet or closer to prone targets still have advantage. If prone, you no longer have disadvantage with one- or two-handed small arms you are proficient with.

Size

The size of the target does make it easier or more difficult to hit. Now the size modifier only applies based on the difference between attacker and defender. If the defender is larger, it gains a penalty to AC; if it is smaller, it gains a bonus to AC.

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