Asi and A Feat: Applied Variant Rule
Asi and A Feat: Applied Variant Rule
Asi and A Feat: Applied Variant Rule
CALLED SHOTS
CALLING A SHOT
In order to make a called shot, you must first be making an attack roll with advantage. If you want to turn
that attack into a called shot, you can choose to do so by forgoing that advantage. If you do so, and the
attack hits, the hit becomes a called shot.
EFFECTS
When you hit with a called shot, you can choose to deal normal weapon damage and then roll a d100 to
determine the effect of the shot randomly using the Called Shot Effects table below. Alternatively, you
can choose to roll your damage dice twice and take the lesser total. If you do so, you can choose the
effect you want to cause on the Called Shot Effects table below, instead of determining it randomly.
01-45 Leg Shot. The creature gains 1 slowed level until the end of its next turn.
Arm Shot. The creature can not use an arm until the end of its next turn. If the creature has multiple
46-90
arms, determine which arm is affected randomly.
Scatter Shot. If the creature attempts to cast a power before the end of its next turn, it must first make
91-95 a concentration check (DC = 10 + the power’s level). On a failure, any resources are spent and the
power immediately fails.
96-
Head Shot. The creature is blinded until the start of its next turn.
100
CRUELER CRITICALS
When hitting for a critical instead maximize the damage once and then roll the second die.
DEFENSE ROLLS
One of the first variant rules I added to my games was the Defense Rolls, published in the Unearthed
Arcana: Variant Rules. Essentially, instead of the GM making attack rolls against the players’ static AC, the
players make defense rolls against the GM’s static attack save DC. Implementing this is easy.
If the attacker would normally have advantage on the attack roll, you instead apply disadvantage to the
defense roll, and vice versa if the attacker would have disadvantage.
If the defense roll comes up a 1 on the d20, then the attack is a critical hit. If the attacker would normally
score a critical hit on a roll of 19 or 20, then the attack is a critical hit on a 1 or 2, and so forth for broader
critical ranges.
Similarly, a 20 on the defense roll would automatically be a successful dodge, regardless of the attack
save DC.
FLANKING
When multiple creatures within 5 feet of another creature engage it in combat, that creature may
become flanked. This variant rule offers mechanical boons to flanking separate from simple advantage.
A creature who is one-quarter flanked suffers a -2 penalty to AC and Dexterity saving throws against
sources within 5 feet of it. A creature is one-quarter flanked if it is at least one-fourth surrounded, either
to a side, above, or below.
A creature who is half flanked suffers a -3 penalty to AC and Dexterity saving throws against sources
within 5 feet of it. A creature is half flanked if it is at least half surrounded, either to a side, above, or
below.
A creature who is three-quarters flanked suffers a -5 penalty to AC and Dexterity saving throws against
sources within 5 feet of it. A creature is three-quarters flanked if it is at least three-quarters surrounded,
either to a side, above, or below.
Alternatively, you can have players add a +2, +3, or +5 bonus to their attack rolls against creatures who
are one-quarter, half, or three-quarters flanked, respectively, by them. Additionally, if you use the Saving
Throws Checks variant, you can instead have them add a +2, +3, or +5 bonus to their Dexterity saving
throw checks against creatures who are one-quarter, half, or three-quarters flanked, respectively, by
them.
EXERTION
When the outlook of a situation is grim, player’s might want to have their character attempt to go above
and beyond, fueling their endeavors with their own vitality at the expense of potentially overexerting
themselves through use of this variant rule.
EXERT
Once per round, a player can have their character attempt to exert themselves. When the character
makes an ability check, attack roll, or saving throw, the character can roll a Hit Die without expending it,
adding the result of the die to the roll. Alternatively, on their turn, the character can roll a Hit Die without
expending it, increasing their speed by 5 x the amount rolled until the end of their turn. If the character
has Hit Dice of different sizes, they can choose which Hit Die they use.
The character can wait until after it rolls the d20 before deciding to exert themselves, but must decide
before the GM says whether the roll succeeds or fails.
OVER-EXERTION
When a character exerts themselves, they immediately lose hit points equal to the amount rolled, which
can’t be reduced or negated in any way. If this damage would reduce the character to 0 hit points, they
don’t immediately fall unconscious. At the end of the current turn, if the character is still at 0 hit points,
they fall unconscious and are stable.