| Roll | Summary |
|---|---|
| Heroic Inspiration | A player can take what is rolled on the table below or he can choose to take an Heroic Inspiration instead. This must be stated before the game session starts. You can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it’s lost unless you give it to a player character who lacks it. |
| 1. Unbreakable | Gain 1 Legendary Resistance. If you fail a save you can choose to succeed. |
| 2. Super Advantage | Roll 3d20 taking the highest roll! |
| 3. Surge | You gain +10 on a Initiative roll one time. |
| 4. Boon of Speed | You can use an extra bonus action and a move action in one round. |
| 5. Awesome Aura | As a bonus action a hero can choose any damage type, any hostile creature who starts its turn within 30 feet of the hero takes (2d8) that damage. This last (1d4+1) rounds. |
| 6. Unkillable | If reduced to 0 hit points and are not killed outright, you can to drop to 1 hit point instead. |
| 7. Swift Inspiration | You gain an extra action for one round. |
| 8. Accurate Inspiration | You may reroll any roll and add +5 to that roll (including those with advantage/disadvantage) and choose which result you wish to use. |
| 9. Expeditious Burst | You can take your action now making one attack with advantage, changing your place in the initiative order and acting simultaneously (or interrupting, if the DM allows) as those taking their turns, including monsters. |
| 10. Not So Fast | You automatically gain three successes on Death Saves when unconscious. You treat those three saves as though you rolled natural 20s, also gaining 3 hit points. |
| 11. Art of Pain | Automatically get a Critical hit and you get advantage to roll on the Critical Table. |
| 12. Immortality Heal | Spend your HD in combat as a bonus action up to your level. (See below) |
| HD level Table | Roll according to your level below. Example: if your 12th level roll 2d6+2 and you get that amount of HD to use in combat one time as a bonus action. If you roll higher than your level you can only use up to your level limit. |
| 1st - 4th level | Roll 1d4 |
| 5th - 8th level | Roll 2d4 |
| 9th - 11th level | Roll 2d6+1 |
| 12th - 14th level | Roll 2d6+2 |
| 15th - 17th level | Roll 2d10+3 |
| 18th - 20th level | Roll 2d10+5 |
In order to perform a "called shot", a player must declare their attempt and location before making attack rolls. Once declared, the player suffers -3 on the "called shot" attack roll. An attack roll suffering disadvantage already automatically fails as a "called shot" attempt.
A "called shot" attack is always made with -3. If the attack hits AC stated by the DM then this is a successful "called shot". You may roll on the ✴️ Called Shot Table ✴️ to see what damage you inflict. You can also critical hit on a "Called Shot". The damage from the ✴️ Called Shot Table ✴️ carries over to the Crit Tables.
"Called shot" attempts also modify a creature’s AC. If the roll succeeds, hitting the monster’s modified called shot AC, the attacker deals double damage or, on a natural 20, may roll on the critical hit table. Depending on the creature’s size or attributes, multiple shots to the same location may trigger a 💥 Special Effect 💥.
Examples of 💥 Special Effects 💥:
- Wing cut off, half fly movement.
- Wings cut off, can’t fly.
- Sword arm cut off, can’t wield a sword in that hand.
- Eye shot out, partially blinded.
- Both eyes shot out, creature blinded.
- Item knocked out of hand — flies 1d6 × 5 ft.
- Dealing double damage.
- Disabling a creature’s special or magical abilities.
If a creature has been hit 2 or more times in the same "called shot" area, it may lose a limb or ability. All creatures get a Constitution save to resist losing the targeted body part. Larger or tougher creatures may require more hits.
Example: A "called shot" to a Beholder’s Central Eye. The Beholder’s normal AC is 18, but the Central Eye AC is 21 (+3). Multiple successful shots may blind the eye or disable its Anti-magic field. On a natural 20, the effect may trigger immediately.
AC adjustment examples for “Called Shots”:
- Chest / midsection 🎽 +1 AC
- Arm 💪🏻 or leg 🦵🏻 +1 AC
- Hand 👋🏻 or foot 🦶🏻 +1 AC
- Wing 🦇 +1 AC
- Held item 🗡 +2 AC
- Human vitals 🫁 +3 AC
- Beholder central eye 🧿 +3 AC
- Head / neck 🧙🏻♂️ +3 AC
- Knight’s helm eye slit 🪖 +3 AC
- Human eye 👁 +4 AC
- Human heart 🫀 +4 AC
- Beholder eye stalk 👁🗨 +5 AC
- Pixie head 🧚♀️ +5 AC
These are only SOME examples of AC adjustments for "Called Shots". Many variables may apply depending on creature size, shape, and DM’s ruling.
🔮 Magical Item Attunement 🔮
You can attune more than 3 items up to 5. At 4 attuned items you have a 10% per day chance that the magic items may malfunction; you must roll on the magic malfunction table. At 5 attuned items the chance is 20%. (See Magic Malfunction Table.) Some effects can be removed with spells or other spell-like abilities, at the DM’s discretion.
Magical Relics
A magical relic is an object infused with chaotic magical power. It might be centuries old or formed yesterday. The item is infused with a single spell, usable by anyone who possesses it. When that power is used, it’s gone and the item loses its magic. Relics generally follow spell rules, but duration or concentration may be determined by the DM.
🕶 Darkvision and Passive Checks 🕶
Darkvision: Creatures with Darkvision see in darkness as if it were dim light, but only in shades of gray. They cannot discern color. In dim light or lightly obscured areas, Perception checks relying on sight are at disadvantage. Example: a torch burning 20 ft bright light and 20 ft dim light — with 60 ft Darkvision, a creature sees 40 ft bright and 20 ft dim.
Passive Checks: A passive check represents the average result for repeated tasks or secret GM rolls. Advantage adds +5, disadvantage subtracts 5.
☠️ Death and Dying ☠️
At 0 HP you gain a level of exhaustion, plus one for each failed death save in the encounter. Exhaustion from death saves resets after a long rest, but normal exhaustion rules still apply.
Valiant Recovery: Three successful death saves restore 1 HP.
Rolling 1 or 20: A 1 counts as two failures and adds two exhaustion. A 20 restores 1 HP.
Damage at 0 HP: Any damage causes a failed save; critical damage causes two failures and two exhaustion. Massive damage may cause instant death.
🟢 Crit Success & 🔴 Crit Failures 🟢
Natural 20 can be a success, Natural 1 a critical fail, even on ability checks and saves. Example: DC 8 lockpick with +8 — a natural 1 still succeeds but may break tools or alert enemies. DC 30 lockpick with +8 — a natural 20 may succeed against the “nearly impossible.”
🔮 Counterspell 🔮
3rd-level abjuration. Casting time: 1 reaction when you see a creature within 60 ft casting a spell. Range: 60 ft. Components: S. Duration: Instantaneous. Classes: Sorcerer, Warlock, Wizard.
You attempt to interrupt a spell. Roll Intelligence (Arcana) DC 10 + spell level to identify. Non-arcane casters impose disadvantage. Known/prepared spells grant advantage. If identified, spells of 3rd level or lower automatically fail. For 4th+, make a spellcasting ability check DC 10 + spell level. At higher slot levels, you can counter spells equal to or below the slot used. This applies to monsters and NPCs as well.
🎯 Called Shots 🎯
See updated “Called Shot” handout.