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Rules

Movement

Players can move one diagonal tile a round.

Healing

All healing dice is doubled. For example, Cure Wounds would be 2d8 per level of spell slot used.

Flanking

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Advantage

You Roll 2 d20s and take the Higher Roll

Disadvantage

You Roll 2 d20s and take the Lower Roll.

Extra Checks

During your turn you can make one free check to obtain information.