Homebrew: Called Shots

Post/Author/DateTimePost
#1

Cauldor

Nov 11, 2014 15:13:23

Good day all, I wanted to run the following homebrew rule that I originally used in previous versions of D&D (AD&D 1e and 2e) regarding called shots and how best to handle them. In our games in order to reasonably aquire this feat you had to meet serveral requirements, but one met they allowed for some very interesting results. So here goes:

 

Feat: Called Shot

Requisites: Dexterity 15 or above, Archery fighting style and Sharpshooter feat 

Description: Once per turn on a single attack the character may attempt to make a Called Shot. Called Shots can be one of the following types, with different rules for each - leg, arm, head, disarm or breaking.

 

Leg: When making a called shot on creatures leg the attacker takes -5 to hit and +5 to damage on ranged attack, if successfully hitting, then target must make a Constitution save DC = damage dealt by attack, if save fails two legged creature has 0' movement speed, if attacking more than one leg on creature with three or more, then speed is reduced by 50% of base speed for each leg hit. This effect will persist until treated by either successful Medicine skill check or Cure Wounds spell or potion. Successful save negates movement penalty.

 

Arm: When making a called shot on creatures arm the attacker takes -5 to hit and +5 to damage on ranged attack, if successfully hitting, then target must make a Constitution save DC = damage dealt by attack, if save fails creature loses use of one of its arms, dropping anything in that arms hand and losing any attacks with that arm (note-two-handed weapon can not be used if creature has only two arms). This effect will persist until treated by either successful Medicine skill check or Cure Wounds spell or potion. Successful save negates loss of use of arm.

 

Head: When making a called shot on creatures head the attacker takes -5 to hit and +5 to damage on ranged attack, if successfully hitting then target must make a Constitution save DC = damage dealt by attack, if save fails creature is partially blinded and makes all of its subsequent attacks with -2 penalty and with disadvantage, if attacking creature with three or more eyes, then creature attacks are made at -2 penalty for each eye hit but they do not have disadvantage on attacks. This effect will persist until treated by either lessor restoration or rejuvenation spell or effect. Successful save negates penalties.

 

Disarm: When making a called shot to disarm a creatures the attacker takes -5 to hit and +5 to damage on ranged attack, if successfully hitting, then target must make a Constitution save DC = damage dealt by attack, if save fails target is disarmed and drops whatever is in its hand. Duration is instantaneous. Successful save means target is not disarmed.

 

Breaking: When making a called shot on non-magical object with intent to break it the attacker takes -8 to hit and +8 to damage on ranged attack, if successfully hitting then target must make a Hardness-Hit Point check DC = damage dealt by attack, if save fails the object is broken or shattered as is appropriate and determined by DM. Duration is instantaneous. Successful save negates breakage.

 

Thoughts? Look forward to your feedback.

 

Thanks

#2

bawylie

Nov 11, 2014 15:44:45

While using sharpshooter I can already get a -5 to hit for +10 damage. Under your system, can I combine that with a headshot for -15 to hit and +20 damage?

(Reply to #2)

Cauldor

bawylie wrote:
#4

sleypy

Nov 11, 2014 16:39:18

The mechanics are similar to 3e BAB and 3e/4e feat trees. Both of these things are something 5e has made some efforts to stay away from. Also much this is replicated by Sharpshooter with the martial adept feat.

 

Could you get what you want by adding maneuvers and using the martial adept feat or are there other reason for the different mechanics?