Targeted Attacks (Hyrule Supplement)

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Campaign Setting: Hyrule
World of Hyrule
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Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits.
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Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: shaman, shifter, slayer, trickster, mercenary, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
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Scion: dragon, fairy, mask, sword, poe
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Targeted Attacks
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Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

Instead of normal called shot, a player-character can make a targeted called shot against part of a creature's anatomy to disable it instead of inflicting extra damage. This type of called shot is a targeted attack. The DM is encouraged to fiat what could occur in these situations, but some examples are listed below. A critical hit on a called shot should be especially severe.

Called Shot Examples
Target Example Effect Example Critical Hit Effect
Eye The target has disadvantage on ranged attack rolls and sight-based ability checks until the end of its turn. The target is blinded in that eye until it recovers hit points, or uses an action to succeed on a Constitution saving throw.
Hand The target is disarmed, and must use its interaction next turn to pick up its weapon. The target's weapon is thrown 30 feet away from it.
Leg The target's base walking speed is halved on its next turn. The target is knocked prone, and its speed is halved until it recovers hit points or uses an action to succeed on a Constitution saving throw.
Arm Nothing. The target's arm is injured, and all weapon attacks or ability checks made with it suffer disadvantage until it recovers hit points, or uses an action to succeed on a Constitution saving throw.
Head The target has disadvantage on Intelligence, Wisdom, and Charisma checks until the end of its turn. The target must succeed on a Constitution saving throw against the attacker's DC or be knocked unconscious. It may repeat the saving throw at the end of each of its turns.

As a general rule, more powerful effects should also include a saving throw to prevent or mitigate them. The DC should be equal to 8 + the attacker's proficiency bonus + the ability score used in the attack.


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