Welcome to the Called Shots rules, a flexible combat system that allows for targeted strikes during crucial moments. These guidelines provide a framework for called shots, but the unfolding narrative and the Dungeon Master's discretion are paramount. A DM may decide to grant a called shot for dramatic effect or exceptional strategy, potentially allowing for more impactful outcomes. **Eligibility for Called Shots**: * **Critical Hits**: Any critical hit may be turned into a called shot. * **Out of Combat**: Damage dealt outside of the normal combat sequence can qualify for a called shot. * **Surprise**: Attacks against surprised creatures may automatically be considered called shots. * **Finishing blow**: Hits that put targets at 0 hit points tend to leave fatal wounds, you can also choose to not kill the target leaving them at one hp as if they used the sacrifice option. **Implementation of Called Shots**: * When a player is eligible to perform a called shot, they may specify the body part they are targeting (e.g., arm, leg, head). **Effects of a Successful Called Shot**: * The DM decides the consequences of a successful called shot based on the body part targeted and the context of the hit, with possible outcomes including but not limited to impaired movement, reduced attack capability, or disorientation. **Sacrifice Option to Avoid 0 HP**: * A character facing an attack that would reduce them to 0 HP may choose to use the "Sacrifice" option, losing a body part to remain at 1 HP. This choice is only available if the character is conscious and can only be used once per long rest. **Balancing and DM Discretion**: * The DM retains the authority to adjust the difficulty and outcomes of called shots to maintain game balance and to fit the narrative flow of the campaign. **Sacrifice Option to Avoid 0 HP**: * Whenever a creature suffers damage from a call shot it is inflicted with special effects [[rules:health_and_recovery:start|health_and_recovery]] [[rules:start|Return to Rules]]