TEXT:  
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
   
   
  
   
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
  Fighting Styles 
  Paladins, Rangers, and Fighters are 
  able to choose different fighting 
  styles as they progress. The fighting 
  styles presented in this book can be 
  selected by your character rather 
  than one of the traditional fighting 
  styles. 
   
  Drizzt’s Handbook (aka Heroic 
  Handbook): Fighting Styles was 
  written by Davide Quatrini. He is 
  available for freelance work at 
  <davidequatrini@gmail.com>   
  Boa Constrictor (Aka 
  Beowulf) 
  Your kisses are nicer than your hugs.  
  When you use the Attack action to 
  make a successful grapple attack, 
  you inflict 1d6 bludgeoning damage, 
  or 1d8 bludgeoning damage if you 
  have both hands free of weapons. 
  You add your Strength modifier to 
  the damage dealt.  
  The said damage is inflicted only the 
  first time you hit with the grapple 
  attack, but until the grapple ends 
  you inflict 1 damage per round to 
  the grappled subject. You don’t add 
  your Strength modifier to that 
  continuous damage. 
  Cavalier 
  Knighthood: valor and honor, but 
  also combat prowess. 
  You gain the following benefits:  
  You have advantage on Dexterity 
  saving throws for avoiding to be 
  dismounted.  
  You never fall prone after being 
  dismounted (you can always choose 
  to fall prone when falling off the 
  mount, however). 
  Opportunity attacks targeted at you 
  when you are mounted are made 
  with disadvantage. 
  
   
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
  City Beggar 
  Sometimes drunkards are more than 
  what they seem. Sometimes they can 
  teach very useful tricks. 
  Padded armors grant to you an 
  Armor Class of [13 + Dex modifier] 
  instead of [11 + Dex modifier]. 
  Moreover you don't have 
  disadvantage on Dexterity (Stealth) 
  checks while wearing Padded 
  armors. 
  Dragoon 
  Jousting weapons have no secrets 
  for you. 
  You don't have disadvantage when 
  you use a lance to attack a target 
  within 5 feet of you. You still need 
  two hands to wield a lance when 
  you aren't mounted. 
  Dwarven Defender 
  You know all the tricks used by 
  dwarves in dealing with very heavy 
  armors.  
  Plate armors grant to you an Armor 
  Class of 20 instead of 18. 
  Dwarven Shooter 
  You studied an ancient and obscure 
  dwarven tradition: hammer throwing. 
  When you use a light hammer for 
  performing ranged attacks, the 
  weapon range is 25/100 instead of 
  20/60. Moreover you gain a +1 
  bonus to ranged attack and damage 
  rolls with light hammers. The 
  bonuses do not stack with other 
  attack and/or damage bonuses 
  granted by other Fighting Styles. 
  Elvish Sniper 
  You trained with a very peculiar 
  group of elves: guerrilla warriors. 
  You gain a +3 bonus to attack rolls 
  you make with shortbows. The 
  bonus does not stack with attack 
  bonuses granted by other Fighting 
  Styles. 
  
   
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
  Grenadier 
  Arrows? Darts? Ridiculous toys for 
  kids. 
  You treat vials, flasks and so on as 
  real weapons. You always apply 
  your proficiency bonus to ranged 
  attack rolls when using Acid, 
  Alchemist's Fire, Holy Water and 
  Oil. Moreover you gain a +2 bonus 
  to ranged attack rolls you make with 
  the said adventuring gear. The 
  bonus does not stack with attack 
  bonuses granted by other Fighting 
  Styles. 
  Samurai 
  You wield the sword with your spirit 
  rather than your hand. 
  When you make a melee attack with 
  a longsword and roll for damage, 
  you use 1d10 instead of 1d8, even if 
  you are wielding it with just one 
  hand. 
  Slaver 
  Particular kinds of job require cruelty 
  and violence.  
  When you hit a Large (or smaller( 
  creature with a net, you also inflict 
  1d6 bludgeoning damage other than 
  restraining it. You don’t add your 
  Strength modifier to that damage. 
  Tank 
  You always smile at the first blow 
  landing on you. 
  Anytime you finish a long rest you 
  gain a number of temporary hit 
  points equal to 5+your level. 
  
   
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
  Torch Bearer 
  Most monsters fear fire. You know 
  how to sharpen that fear. 
  You always apply your proficiency 
  bonus to attack rolls you make with 
  burning torches, and those attacks 
  deal 1d6 fire damage. Moreover you 
  always treat burning torches as 
  Martial Melee Weapons with the 
  following properties: finesse, light. 
  Finesse: When making an attack 
  with a finesse weapon, you use your 
  choice of your Strength or Dexterity 
  modifier for the attack and damage 
  rolls. You must use the same 
  modifier for both rolls.  
   
  Light: A light weapon is small and 
  easy to handle, making it ideal for 
  use when fighting with two 
  weapons. 
  Woodcutter 
  You developed a personal combat 
  style after observing woodmen at 
  work with centenarian sequoias. 
  When you are wielding a handaxe in 
  one hand and no other weapons, 
  you gain a +4 bonus to damage rolls 
  with that handaxe. The bonus does 
  not stack with damage bonuses 
  granted by other Fighting Styles and 
  it does not apply to ranged attacks 
  made using a handaxe. 
   
   
  
   
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
  Infinity Orbs 
  Wondrous item, artifact 
  History:  The Infinity Orbs were 
  created by an ancient group of 
  magical beings that were enslaved 
  within the lost Forgotten Realms. 
  The slaves created the Orbs for their 
  masters, who used them to equip 
  their soldiers and reward their 
  nobles. 
    
  The slaves revolted and used their 
  combined powers to lay waste the 
  kingdom, open a portal, then go 
  home. Hundreds, possibly 
  thousands of Infinity Orbs were lost 
  in the uprising; the majority of their 
  current owners are completely 
  unaware of the powers contained 
  within.  
   
  Description: These small artifacts 
  are about the size of a large marble, 
  and have an ancient word inscribed 
  within it. These orbs can be infused 
  by pressing the orb up against the 
  item and speaking the inscribed 
  ancient word [of command]. This 
  causes the orb to permanently 
  infuse with the item. The newly 
  infused item will keep all of its 
  original properties, with additional 
  bonuses.  
   
  Once infused, the Infinity Orb 
  cannot be removed from the item. 
  Only one Infinity Orb can ever be 
  infused into a specific item, and 
  Infinity Orbs can never be infused 
  with artifacts. 
   
  Infusible items (DM’s Option): To 
  limit the power of Infinity Orbs, you 
  can restrict what kind of items can 
  be infused. Option one is to only 
  allow non-magical items to be 
  infused. Option two is to only allow 
  non-attuned items to be infused. 
   
  Attunement (DM’s Option): To 
  further restrict the power of the 
  Infinity Orbs, items that are infused 
  now require attunement to properly 
  function. 
   
  Infused Weapons (clarification): 
  Unless otherwise noted, powers and 
  abilities granted to infused weapons 
  will work with any melee weapon.  
  Infused Ranged weapons will have 
  its powers and abilities work on 
  fired ammunition (or if the ranged 
  weapon is used in a melee attack). 
  Infinity Orb of Blessed 
  Ammunition 
  (infuses quiver / case) 
  Common Name: Arrow Stone 
  Word of Infusing: Wo 
  This black orb with white lettering may 
  be infused into any of quiver (or 
  crossbow bolt case). Arrows held in this 
  infused quiver gain a +1 bonus to 
  damage and attack rolls, as long as it 
  stays in the quiver for one hour. Once 
  removed from the quiver, the arrow 
  must be used within 1 minute or the 
  enchantment fades. 
   
  
   
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
  Infinity Orb of Fist of Death 
  (infuses bracers) 
  Common Name: Fist Stone 
  Word of Infusing: Death 
  This red orb with green lettering glows 
  when held in moonlight. When you 
  wear the infused bracers, as an action 
  you may attempt a Fist of Death melee 
  strike against any adjacent target; this 
  must be an unarmed attack. Upon a 
  successful strike, the target creature 
  must make a Constitution save (DC 
  equal to 10 + half your level) it takes an 
  amount of bludgeoning damage equal 
  to half its current hit points. On a 
  successful save it takes normal 
  damage. This strike may only be 
  attempted once per long rest. 
  Infinity Orb of Missiles 
  (infuses wood stick) 
  Common Name: Wand Stone 
  Word of Infusion: Barr 
  This purple orb with green lettering 
  may be infused into any small stick.  
   
  Once infused it instantly gains 6d6 
  charges. As an action you may expend 
  one charge to launch a magic missile 
  and strike any creature within 60 feet; 
  you must a successful spell attack roll* 
  to hit the creature, which deals 1d12 
  points of force damage. 
   
  *You may use your INT, WIS, or CHA 
  bonus, whichever is higher  
   
  DM’s Option: One expended charge is 
  regained daily at dawn. 
   
  Infinity Orb of Damage 
  Reduction 
  (infuses helm) 
  Common Name: Blocking Stone 
  Word of Infusion: Clu 
  This yellow orb with white lettering may 
  be infused into any helm. When worn, 
  the infused helmet surrounds you with 
  a mystical force. Whenever you would 
  take damage bludgeoning, piercing, or 
  slashing damage, that damage is 
  reduced by 1. 
   
  There are multiple versions of this 
  Infinity Orb, some of which reduces up 
  to 5 points of damage. 
   
   
   
   
   
  
   
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
   
  Availability Table: 
  New Fighting Style 
  Selectable by… 
  Elvish Sniper 
  Fighters, Rangers 
  Dwarven Shooter 
  Fighters, Paladins 
  Dwarven Defender 
  Fighters, Paladins 
  City Beggar 
  Fighters, Rangers 
  Woodcutter 
  Fighters, Rangers 
  Slaver 
  Fighters 
  Samurai 
  Fighters, Paladins 
  Dragoon 
  Fighters, Paladins 
  Grenadier 
  Fighters 
  Torch Bearer 
  Fighters, Paladins, Rangers 
  Tank 
  Fighters, Paladins 
  Cavalier 
  Fighters, Paladins, Rangers 
  Boa Constrictor 
  Fighters, Rangers 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
  DUNGEONS & DRAGONS, D&D, 
  Wizards of the Coast, Forgotten Realms, 
  the dragon ampersand, and all other 
  Wizards of the Coast product names, 
  and their respective logos are 
  trademarks of Wizards of the Coast in 
  the USA and other countries.  
   
  This work contains material that is 
  copyright Wizards of the Coast and/or 
  other authors. Such material is used 
  with permission under the Community 
  Content Agreement for Dungeon 
  Masters Guild.  
   
  All other original material in this work 
  is copyright [2016] by The Le Games 
  and published under the Community 
  Content Agreement for Dungeon 
  Masters Guild. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Heroic Handbook: Fighting Styles © 2016 The 
  Le, written by Davide Quatrini 
  Infinity orbs © 2016 The Le, written by The Le 
  TheLeGames@yahoo.com 
  Images used with permission: 
   
  © 2003 VShane 
   
  Image Portfolio, © Louis Porter, Jr. Design 
   
  © Clipart.com 
   
  The Character Clip Art & Color Customizing 
  Studio™ and the Elmore Signature are 
  trademarks of Elmore Productions, Inc. 
   
  ©2002 Elmore Productions, Inc. All Rights 
  Reserved. 
   
  Some artwork © Octavirate Entertainment, 
  used with permission. 
   
  Character Portraits: Fantasy Heroes copyright 
  2003, Mongoose Publishing 
  About the Cover Art: 
  Storn A. Cook is an alum of Columbus College of 
  Art and Design and an professional illustrator 
  over two decades. Storn's website is 
  www.stornart.com 
   
  
   
   
  DRIZZT’S HANDBOOK: FIGHTING STYLES 
   
   
   
   
   
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