Targeted Criticals

Rules on healing injuries are here.

Causing Injury: You may impose disadvantage on your attack to attempt to cause specific injury to your opponent. On a hit, as well as dealing damage your opponent they must roll a dex or str save (their choice) against your spell save DC, based on the ability used for the attack (this can include str & dex).

Failed Save: If the enemy fails their save, choose a body part to target (head, arm or leg). You cause an injury to that body part. By default, this is a normal injury.

Severe & Rending Injury: If the attack deals 5 or more damage, the injury is severe. If it deals 10 or more slashing damage, it is rending.
 * Increase this damage threshold by 10 for every size category above medium.

   
 * Sneak attack & poison damage do not count towards this total.

Additional
-An attack’s damage type when determining injury is the one that dealt the most damage on that attack.
 * -An attack must deal at least 1 damage to a creature to injure it, and each attack roll causes one injury at most.

-The DM can rule a certain body part cannot be targeted due to factors such as line of sight.

- Psychic attacks may only target the head.

- Posion cannot cause injury.

 

1Saves: The enemy chooses the save to use. The DM may decide that creatures in very heavy armor or with metal/stone bodies have advantage on this save.

2Weird Anatomies: A creature with many eyes, legs, mouths etc might ignore injuries to some areas altogether, or require a number of extraneous injuries before penalties apply.

3Disfigurement: Not all kith and creatures react the same to disfigurement; it is up to the DM if and how these penalties affects them.

4 Bleeding

5The Decapitation Game: The intent is that a PC must estimate by looking at a creature’s health bar whether decapitation is a viable option. For particularly powerful enemies, or to increase difficulty if the players already know an enemy’s exact hp, the DM may decide to change the 1/4 threshold to 1/8.