Combat

Overview
Combat is similar but not identical to Dungeons and Dragons 5e. Each turn consists of an amount of movement equal to your speed (ex 30 ft), an action, and an after action.

Initiative
At the beginning of combat, all parties roll for initiative to determine turn order, similar to 5e. Your initiative modifier is your speed/10. For instance, a speed of 40 gives a +4 on initiative.

Actions
Not all demons will have an after action every turn, and some may never have one. Most spells will be considered an action, and it will be noted in the spell description if it is not. Some spells may be cast as an after action, which will also be noted in the description. Most after actions will come from Bonecharms or the Aspects of different classes. An action can be taken at any time during the turn in relation to movement, but after action must occur at the end of the turn.

Mana
Each demon has a certain number of mana points. To cast a spell, the demon expends the number of MP equal to the spell level. To cast a level 3 spell, spend 3 MP, and etc. Mana points are fully refilled after a long rest. Shifting into a form other than your default form also costs mana points. See the shifting page for details. Mana points can also be regained by drinking mana potions.

Movement
Movement is where things become considerably different than DnD. Speed indicates the number of feet you can move that turn, but there are no such things as opportunity attacks. You are encouraged to be constantly moving around the room and teaming up with different teammates for different combos. In larger battles you will mostly find yourselves in an arena of sorts, so movement will be essential to avoid getting cornered and isolated. Movement can be taken before or after the action, or split up around it, but before the after action.

Attacking
Attacking is again similar to DnD 5e. Each character has an Essence Class, which is the number an attacker needs to beat to damage their essence (to hit). Roll 1d20 + your spell modifier for your to hit roll. If it connects, then roll the attack damage. If an attack does not hit, the caster can still use an after action and their movement.

Fleeing
One of the most important parts of being a demon is recognizing when you're outgunned. Regardless of what their masters have instructed them to do, demons will generally find a way to run from a fight they clearly won't win. If you wish to run from a fight, do so, knowing what your master will do to you if you can't complete your objective. Additionally, if you surrender and lay down your arms, opposing demons may choose to spare you, but this is rare.