#### **Difficult Terrain**: - Moving through difficult terrain costs 2 feet of movement for every 1 foot moved. #### **Critical Hits** - On a natural 20, the attack is a critical hit. - Max Value of the Damage Dice + roll the damage dice + modifiers = Result - Example: Hammer(1d10) Attack: 10 + 1d10 + Strength #### **Flanking - If two allies are on opposite sides of an enemy, both gain advantage on melee attack rolls. #### **Cover** - Obstacles provide cover that increases AC: - **Half Cover**: +2 AC. - **Three-Quarters Cover**: +5 AC. - **Full Cover**: Cannot be targeted. #### **Injury and Death** - When reduced to 0 HP: - Make **Death Saving Throws** each turn (d20 roll: 10+ succeeds, 1-9 fails). - Three successes stabilize the character; three failures result in death. - Nat 20 results in back in the action with 1hp - Nat 1 counts as two fail saves #### **Morale Rules** - Enemies may flee if: - Their leader is killed. - They lose over half their allies. - Use Wisdom saving throws to determine morale checks. DM's Discretion