Called Shot Technique Image

Arm: -2 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: The enemy has -3 next weapon attack attack roll
-Natural 20: Loose the arm and disadvantage on melee attack permanently

Vs creatures huge or more:
-Regular hit: Disadvantage on melee attacks for one turn
-Natural 20: Disadvantage on melee attacks for one d4 turns

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Clavicle: -2 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: Targets strength score is decreased by 1 until long rest or healed
-Natural 20: Strength score is decreased by 2 permanently 

Vs creatures huge or more:
-Regular hit: Targets strength score is decreased by 1 until long rest or healed
-Natural 20: Strength score is decreased by 1 permanently

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Ear: -6 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: You gain +2 weapon dice and target becomes deafened until short rest or healing
-Natural 20: You gain +2 weapon damage die and ear is destroyed. If target has more ears they become deafened until a long rest and permanently suffer sound based perception checks.

Vs creatures huge or more:
-Regular hit: You gain+1 weapon damage die and deafen the enemy for a d4 turns
-Natural 20: You gain +2 weapon damage die and deafen the enemy for a d4 plus

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Eyes: -6 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: You gain +1 weapon damage die and blinded for 1 turns
-Natural 20: You gain +2 weapon damage and blind 2 for two turns and have permanent disadvantage on sight based perception checks

Vs creatures huge or more:
-Regular hit: blinded for 1 turn
-Natural 20: You gain +1 damage dice creature is blinded for 2 turns

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Foot: -4 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: You gain +1 weapon damage die and creature is knocked prone
-Natural 20: You gain +2 weapon damage die, movement is permanently halved, and knock prone

Vs creatures huge or more:
-Regular hit: You gain +1 damage die
-Natural 20: You gain +1 damage die, creature looses 10ft movement

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Hand: -4 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: You gain +1 weapon, creature must make a constitution saving throw equal or more to 8+ your strength/dexterity + proficiency modifier or object is knocked out of their hand
-Natural 20: You gain +2 weapon, creature looses said hand and has disadvantage on melee attacks

Vs creatures huge or more:
-Regular hit: You gain +1 damage dice
-Natural 20: You gain +1 weapon damage, creature must make a constitution saving throw equal or more to 8+ your strength/dexterity + proficiency modifier or object is knocked out of hand

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Head: -4 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: Target cannot take reactions unless they have multiple heads for 2 turns
-Natural 20: Target becomes stunned for one turn but is immune to called shots to the head for the next 1 turn or if multiple heads disadvantage until next turns

Vs creatures huge or more:
-Regular hit: Target cannot take reactions unless they have multiple heads for 1 turn
-Natural 20: Disadvantage on attack rolls until next turns and is immune to called shots to head for 1 turn

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Heart: -6 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: You gain +2 weapon damage die then on the creatures next turn they must make a constitution saving throw equal or more to 8+your strength/dexterity + proficiency modifier and suffer +2 damage die on failure or suffer +1 upon success
-Natural 20: You gain +3 weapon damage die then on the creatures next turn they must make a constitution saving throw equal or more to 8+your strength/dexterity + proficiency modifier and suffer +3 damage die on failure or suffer +2 on success

Vs creatures huge or more:
-Regular hit: You gain +1 weapon damage die then on the creatures next turn they must make a constitution saving throw equal or more to 8+your strength/dexterity + proficiency modifier and suffer +1 damage dice on failure and no damage upon success
-Natural 20: You gain +2 weapon damage die then on the creatures next turn they must make a constitution saving throw equal or more to 8+your strength/dexterity + proficiency modifier and suffer +1 damage die on failure or none upon success

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Legs: -2 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: You gain +1 damage die and targets speed is decreased by 5ft until long rest or magic healing
-Natural 20: You gain +2 damage die and speed is permanently decreased by 10ft

Vs creature huge or more:
-Regular hit: You gain +1 damage die
-Natural 20: You gain +2 damage die

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Vitals: -2 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: Targets constitution score is decreased by 2 until a long rest
-Natural 20: Targets constitution score is decreased permanently by 2

Vs creatures huge or more:
-Regular hit: Targets constitution score is decreased by 1 until a long rest
-Natural 20: Targets constitution score is decreased permanently by 1

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Throat: -6 to attack roll and disadvantage
Vs creatures large or less:
-Regular hit: You gain +2 weapon damage die and for one turn the target can't speak or use a breath weapon otherwise it will take +1 damage die each time it decides to use either
-Natural 20: You gain +2 weapon damage die and the target can't speak or use a breath weapon until long rest or magic healing otherwise takes +1 weapon die each time it does it decides to use either

Vs creatures huge or more:
-Regular hit: You gain +1 weapon damage die and target must make a constitution saving throw equal or more to 8+your strength/dexterity + proficiency modifier and suffers +1 weapon die upon failure and nothing upon success
-Natural 20: You gain +1 and constitution saving throw against 8+opponents strength/dexterity + proficiency modifier and suffer +1 weapon die upon failure for and nothing upon success, reoccurs each turn until magically healed or long rest

Previous Versions

Name Date Modified Views Adds Version Actions
1/6/2026 4:40:21 AM
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1/7/2026 11:41:30 PM
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Called Shot Technique Image

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