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# Variant Rule: Called Shots Aiming your attacks for a specific point on your target's body is an intuitive tactic that anyone is capable of attempting. Specific parts of a creature's body present a smaller target, however, and so these attacks are more likely to miss entirely. Only truly skilled warriors are capable of using this tactic reliably. ### Calling your Shot Any creature can make a called shot, regardless of class levels or proficiencies, so long as it is intelligent enough to strike at a specific point on its target. Whenever you make a weapon attack, you can declare the attack to be a called shot. You then roll a die and subtract the result from the attack roll, and if the attack still hits, it inflicts an additional effect on the target. You must declare that you are calling your shot before you make the attack roll. When you make a called shot, choose from one of the following options. You can only use one called shot on each attack. #### Blinding Attack Roll a d12 and subtract the result from the attack roll. On a hit, the target is blinded until the start of your next turn. A creature that does not have eyes is unaffected. #### Disarming Attack Roll a d10 and subtract the result from the attack roll. On a hit, the target drops an item it is holding in one of its hands, and it loses the use of that hand until the start of your next turn. #### Goading Attack Roll a d8 and subtract the result from the attack roll. Whether the attack hits or misses, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus (if proficient with your weapon) + your weapon ability modifier) or have disadvantage on attack rolls against creatures other than you until the start of your next turn. #### Lunging Attack Roll a d8 and subtract the result from the attack roll. Your weapon's reach increases by 5 feet for this attack. #### Power Attack Roll a d10 and subtract the result from the attack roll. On a hit, the target takes additional damage equal to 2 of your weapon's damage dice. #### Pushing Attack Roll a d8 and subtract the result from the attack roll. On a hit, the target is pushed 10 feet away from you. #### Tripping Attack Roll a d8 and subtract the result from the attack roll. On a hit, the target is knocked prone. \columnbreak #### Seize Item Instead of making a weapon attack, make a Strength (athletics) check, which is contested by a Strength (athletics) or Dexterity (acrobatics) check from the target. If you succeed, you snatch an item that the target is carrying out of its hand, provided that you have a free hand to hold it. #### Slowing Attack Roll a d8 and subtract the result from the attack roll. On a hit, you injure one of the target's legs, reducing its speed by 10 feet until it regains any hit points. A creature can be affected by this called shot once for each leg it has. An affected creature can still crawl at half its normal walking speed while prone. #### Sweeping Attack Roll a d8 and subtract the result from the attack roll, then choose a second target that is within 5 feet of the first target. If the attack roll would hit the second target, it takes damage equal to your weapon's damage dice. If you use this called shot with a ranged weapon attack, you must expend 2 pieces of ammunition. ## Updated Features If you choose to use the Called Shots variant rule, certain features and feats must be updated to account for it. ### Called Shot Expertise *3rd-level Battlemaster optional feature* Whenever you make a called shot, you can add your Intelligence modifier to the attack roll. When you hit with a called shot, you can roll one of your maneuver dice and add the result to the damage of the attack. ### Great Weapon Master You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: - Increase your Strength score by 1, to a maximum of 20. - On your turn, when you score a critical hit with a heavy melee weapon you are proficient with or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. ### Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: - Increase your Dexterity score by 1, to a maximum of 20. - Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. - Your ranged weapon attacks ignore half and three-quarters cover.