#### **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