Charge
To perform a charge, you must move at least 20ft in a straight line toward an enemy and then make an attack with a melee weapon. If the attack hits, it deals 1d10 extra weapon damage for every 20ft you moved in a straight line before attacking. This does not stack over the course of multiple rounds and only applies to the first hit of a weapon.
Unlike other melee attacks, a Charge happens during the Movement Phase of a round.
Brace
If you have a weapon that deals Piercing damage and has at least a 10ft reach, you can Brace against charges. Bracing is a Bonus Action, but ends immediately if you move.
While Braced, you have Advantage on Opportunity Attacks against creatures that Charge you. If your Opportunity Attack hits, then it also deals the bonus Charge damage to the charger. If they are no more than one size category larger than you, then it also reduces their speed to 0 for the rest of the round.
Aim
You can choose to take your time on a ranged attack to aim more precisely. If you do, you can choose a specific part of the target to aim at. If you spend the Ranged Attack and Movement phases of the round aiming and do not move, you can choose one of the following special targets to aim at. If that part is armored, then it subtracts 1d4, 1d6, or 1d8 from your attack roll depending on how heavily armored it is.
Head (AC + 7):
Standard Hit:Staggered until end of next round.
Critical Hit: if unhelmeted, the target is decapitated. Otherwise, the target is Stunned instead of Staggered.
Hand (AC + 7):
Standard Hit: the target drops what they are holding in that hand.
Critical Hit: if unarmored, the target loses their hand. Otherwise, the held object is knocked a number of feet away from them equal to the damage dealt by the attack, halved for every size category that the object is larger than tiny.
Foot (AC + 5):
Standard Hit: the target falls prone.
Critical Hit: if unarmored, the target loses the foot. Otherwise, their Speed is halved until they receive medical attention.
Wing (AC + 3):
Standard Hit: if flying, the target drops a number of feet equal to the damage dealt.
Critical Hit: the wing is unuseable and the target plummets to the ground in a death spiral, falling 300ft in a round.
Tail/Tentacle (AC + 5):
Standard Hit: the tail is unuseable until the end of next round.
Critical Hit: if unarmored, they lose their tail. Otherwise, any tail attacks have Disadvantage until they receive medical attention, and anything held in the tail is dropped.
Other Appendage (AC + 3):
Standard Hit: depends on the appendage.
Critical Hit: dismembered if unarmored, otherwise crippled.
Wielded/Worn Item (AC + 3):
Standard Hit: the item suffers the damage instead of the wielder.
Critical Hit: the item suffers crit damage.