Campaign Setting: Hyrule
- World of Hyrule
- Divisions of the known universe
- Central Province
- The Forsaken
- The Depths
- Islands of the Great Sea
- Islands of the Sky
- Gods of Hyrule, their worship, and how they influence the world
- History of the Light World as known by Hyruleans
- Player's Guide
- Character Creation
- 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.
- 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
- Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
- Scion: dragon, fairy, mask, sword, poe
- Backgrounds & Languages
- Adventuring Gear
- Tools and Vehicles
- Potions and Poisons
- Mounts and Animals
- Other Goods and Services
- Downtime Activities
- Dungeon Master's Guide
- This world bears many monsters unique to it
- Legendary NPCs
- Figures of myth, history, and happenstance
- Ruins, dungeons, and temples are littered with various hazards
- Marks of Prestige
- Epic Boons
- Optional Rules
- Exotic Races
- Fragile Weapons
- Optional Actions
- Prestige Classes
- Recovery Hearts
- Targeted Attacks
- Quests, dungeons, and storylines ready for exploration
- 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
||Example Critical Hit Effect
||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.
||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.
||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.
||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.
||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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