Call shot means that you are trying to hit a creature in a certain part of its body which leads to certain injuries that might last for a long time. Players and NPCs can do call shots and try to make their hits more effective. All attempts for a call shot has disadvantage plus some other down sides that are shown in the table below:
Index | Body Part | Effect Triger Chance | Effect |
Upper Part | |||
1 | Head | 10% | Stunned for 1d6 rounds |
2 | Eye | 5% | Blinded on one side |
3 | Ear | 5% | Deafened on one side |
4 | Throat | 10% | Can't talk + 1d12 bleeding effect |
5 | Mouth | 10% | Can't talk+1d8 bleeding effect |
Middle Part | |||
1 | Shoulder | 10% | Can't use two-hand weapon + disadvantage on attack rolls with that hand |
2 | Arm/Forearm | 10% | Disadvantage when using that hand |
3 | Hand | 10% | disadvantage on attack rolls with that hand |
4 | Chest | 15% | Disadvantage on all checks & attacks for 1d6 rounds |
5 | Stomach | 15% | Disadvantage on DEX/STR/CON saves & checks + AC is reduced by 1d4 for 1d6 rounds |
6 | Liver | 10% | 2d12 bleed effect each round |
7 | Kidney | 5% | Disadvantage on attacks and STR/DEX saves |
8 | Spine | 5% | Paralyzed for 2D4 rounds |
9 | Testicle | 10% | Can't take action for 1D6 rounds |
Lower Part | |||
All leg shots reduce target speed by half if one leg is hit and to 0 if both are hit. Target can't dash | |||
1 | Heap | 15% | 1D8 Bleeding effect |
2 | Knee | 10% | Fall prone |
3 | Calf | 10% | Can't Disengage |
4 | Foot | 10% | Can't Disengage |
Most of these effects can be cured by magical healing. Some of them such as blinded, deafened and paralyzed can be cured by other spells such as Lesser Restoration. If magical healing was not an option, the effects can be healed through slow natural healing. Note that if the body part is lost (such as eye), it won't regrow unless a strong spells such as Regenerate is used.