Battle

## Armor Class

Armor Class determines how hardy your character is in battle. This is your characters ability to dodge or block attacks.
To calculate Armor Class:
10 + Armor Bonus + Strength OR Agility bonus.

(Example: 10 +2 (Hide Armor) +5 (5 stars in strength)
## Initiative

When a battle is initiated all characters and NPC's a part of the battle will roll Initiative. This will be how the characters take their turns. The speed stats states what roll you will do.

 **★★★★★** | 1d20 + 5

## Battling Basics

Battling is one to one attack vs dodging or blocking. To dodge or block you have to be above what the attacker rolled. If you both roll the exact same number you take half the damage.
### Actions in Battle

There are many actions a character can take during their turn. Depending on how high one's speed is, they may be able to take multiple actions per turn.Actions a character can take per turn:

* **Weapon Attack**
* **Spell Attack**
* **Use an Item**
* **Dash**: doubles movement.
* **Assist**: give a character advantage on ability checks.
* **Brace**: First attack against character has disadvantage.
* **Hide**: Make a stealth check to break line-of-sight from an enemy.
* **Hold Action**: You can hold an action until a requirement is met but you lose it on the start of your next turn. Ends your turn.
* **Search**: Eats an entire turn, use a perception check to look for something on the battle field.

Reactions your character can take once per round out of your turn:

* **Spell**- some spells, like shields, allow you to use it as a reaction outside of your set turn.
* **Attack**- You can attack with a melee attack if a enemy moves out of reach.

 **★★★★★★★** | 4

###  **Limbo**

When your character reaches 0 HP they fall unconscious. This does not mean instant death however. You get to roll 3 1d20 Limbo dice checks. 1-10 is a fail, 11-20 is a success. When you fail twice you remain at 0 HP awaiting for someone to heal you. When you succeed twice you come back with 5 HP.
When you roll a natural one will rolling for Limbo, you automatically remain unconscious.

When you roll a natural 20, you awaken with 15 HP, suddenly feeling a second wind to continue fighting.

If you use one Limbo die, you can strengthen your LAST STAND to max damage.

If you use two Limbo dice, you can do double the max damage during your LAST STAND.

###  **Attacking**

To roll an attack you roll a 1d20 + your stat bonus. For Physical Attacks, it is based off of your strength stat, while Magical Attacks are based on your magic stat. If you are using a weapon attack that is enhanced by magic it will still use your strength stat. Items are based upon your intelligence score to be able to use them properly for their intended purpose. Rolling a nat20 results in a automatic hit and is double the dice damage. Rolling a nat1 will result in the other person automatically dodging or blocking.

 **★★★★★** | 1d20 + 5

 **★★★★★** | 1d20 + 5

### **Physical, Magical, and Item Damage Stat Count**

Physical Damage is based on the number of points you have in Strength. Magical damage is based on how many points you have into your magic stat. Item Damage is based on how many points you have into your intelligence score. All Damage types have a scaling damage.

 **★★★★★** | 1d12 + 5

 **★★★★★** | 1d12 + 5

#### **Dual-Damage Types**

When you use a magically enhanced physical attack you roll based on your strength stat and then add a bonus based on your magic stat.

 **★★★★★** | 1d12 + 5

 **★★★★★** | +5