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5E Savage Coast Fighting Schools

by Eric Anondson

Been away for a long while, but I've gotten back into DMing lately. 5e specifically. I've been bringing in all sorts of inspiration to the game I'm running with more than a lot from my beloved Mystara products. The campaign grew out of an impromptu homebrew, none of us sure 5e would last, yet it has and we're up to 12th level now and no sign of slowing. The campaign has been on the periphery of a region of swashbuckling pirates, and I had been throwing in names from Red Steel at the players.

The campaign slowly grew a need to fill in some details to those names, so I have been mad-scrambling to cut-paste more Red Steel. I was drawn in to see if I could make the opponents they'll be up against more interesting than standard. A bit of new backgrounds here and there, but these beginner players are having their fun interacting on the battle mat. So it seemed to me the Red Steel fighting schools would be ripe for mining for flavor and mechanics.

This is my first pass at converting the Savage Coast Fighting Schools into 5e. I'll gladly take any suggested edits because by now my eyes have glazed over. But I still wanted to share more widely in case anyone might find something worth borrowing.

Savage Coast Fighting Schools

Each rank of secret passes are be taken as feats. You can only learn a rank from this school from a willing master. Schools only maintain a few masters, who learn all the passes, and other instructors, who learn most of them. No one is allowed to join more than one school, though stealing passes from practitioners is possible.
Fighting schools teach sword fighting. Rapiers are the most appropriate weapon but any one-handed sword (dagger, shortsword, longsword, scimitar). Membership requires annual dues of 100 gp per year. Masters have their own fees or demands before revealing a secret pass.
Schools each have secret phrases or signals that lets members identify one another. Someone who performs a secret pass and cannot identify as a member of a school is going to be in danger.

Fighting School Saving Throws: Some secret passes require your target to make a saving throw to resist the pass's effects. The saving throw DC is calculated as follows:
Secret Pass Save DC = 10 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice)

Secret Pass Exceptional Hits: When attacking with a fighting school secret pass, instead of rolling critical hits, you roll exceptional hits. Rapiers are considered the most appropriate weapon for these maneuvers, but any one-handed sword suffices.
You must declare before rolling that you intend to use a secret pass. By rolling well enough, you can then choose whether use a maneuver or not in your attack. If there are too many witnesses, or an appropriate move is not available, you can choose a normal hit. A natural 20 will be an automatic hit but still not a critical hit.

Exceptional hits must succeed the attack roll by:

Secret Pass Rapier Sword
Basic 5 6
Difficult 6 7
Master Stroke 7 8
Death Move 8 9

Stealing a pass: If you are the target of a secret pass and you know passes of that rank (basic passes, difficult passes, master strokes, or death moves) or lower, you may make an Intelligence saving throw with disadvantage. On a success, you may attempt to learn the secret pass.
To learn the pass, you spend downtime training. After the downtime training is completed, you make an Intelligence saving throw. On a success, you add the maneuver to your list when you gain your next level.
On a failed save, you do not learn the pass but may re-attempt Intelligence saving throws for each previous failed steal attempt when you gain your next level. With a saving throw success you add the pass to your list on the subsequent gained level.
Secret Pass Steal DC

Secret Pass DC
Basic 8
Difficult 10
Master Stroke 12
Death Move 14

Dominguez Secret Passes

This school focuses on two-weapon fighting, so to be a member of this school a character must demonstrate aptitude in this style.

Dominguez Basic Passes
Prerequisites: Two-Weapon fighting style or selected the Dual Wielder feat, member of the Dominguez fighting school.
A master sword fighter from the Dominguez fighting school selected you as a student to learn a basic pass of their sword fighting style. You gain the following benefits:
• Increase your Strength, Dexterity, or Intelligence by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one basic pass from the following list that only work with two-weapon fighting with swords:

• You may gain extra basic passes by either finding a master swordsman to teach a basic pass from the Dominguez fighting school or stealing a pass from another practitioner.

Dominguez Difficult Passes
Prerequisites: Two-Weapon fighting style or selected the Dual Wielder feat, knows 2 basic passes, member of Dominguez fighting school.
A master sword fighter from the Dominguez fighting school selected you as a student to learn a difficult pass of their sword fighting style. You gain the following benefits:
• Increase your Strength, Dexterity, or Intelligence by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one difficult pass from the following list that only work with two-weapon fighting with swords:

• You may gain extra difficult passes by either finding a master swordsman to teach a difficult pass from the Dominguez fighting school or stealing a difficult pass from another practitioner. You must know more basic passes than difficult passes.

Dominguez Master Strokes
Prerequisites: Two-Weapon fighting style or selected the Dual Wielder feat, knows 2 difficult passes, member of Dominguez fighting school.
A master sword fighter from the Dominguez fighting school selected you as a student to learn a master stroke of their sword fighting style. You gain the following benefits:
• Increase your Strength, Dexterity, or Intelligence by 1, to a maximum of 20,
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one master stroke from the following list that only work with two-weapon fighting with swords:

• You may gain extra master strokes by either finding a master swordsman to teach a master stroke from the Dominguez fighting school or stealing a master stroke from another practitioner. You must know more difficult passes than master strokes.

Dominguez Death Moves
Prerequisites: Two-Weapon fighting style or selected the Dual Wielder feat, knows 2 master strokes, member of Dominguez fighting school.
A master sword fighter from the Dominguez fighting school selected you as a student to learn a death move of their sword fighting style. You gain the following benefits:
• Increase your Strength, Constitution, or Intelligence by 1, to a maximum of 20,
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
Dominguez Necktie: You attack with both swords, opening vital organs. The target can no longer make reactions or attack actions and will die in 3 rounds unless a 3rd level cure wounds spell or greater is used.
• You may gain extra death moves by stealing a pass from another practitioner. You must know more master strokes than death moves.

Cavalcante Secret Passes

This school focuses on force, so to be a member of this school a character must succeed in tests of strength. Practitioners prefer moves that display might and power.

Cavalcante Basic Passes
Prerequisites: Strength 13 or higher, member of the Cavalcante fighting school.
A master sword fighter from the Cavalcante fighting school selected you as a student to learn a basic pass of their sword fighting style. You gain the following benefits:
• Increase your Strength, Constitution, or Intelligence by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one basic pass from the following list that only work with swords:

• You may gain extra basic passes by either finding a master swordsman to teach a basic pass from the Cavalcante fighting school or stealing a pass from another practitioner.

Cavalcante Difficult Passes
Prerequisites: Strength 15 or higher, knows 2 basic passes, member of Cavalcante fighting school.
A master sword fighter from the Cavalcante fighting school selected you as a student to learn a difficult pass of their sword fighting style. You gain the following benefits:
• Increase your Strength, Constitution, or Intelligence by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one difficult pass from the following list that only work with swords:

• You may gain extra difficult passes by either finding a master swordsman to teach a difficult pass from the Cavalcante fighting school or stealing a difficult pass from another practitioner. You must know more basic passes than difficult passes.

Cavalcante Master Strokes
Prerequisites: Strength 17 or higher, knows 2 difficult passes, member of Cavalcante fighting school.
A master sword fighter from the Cavalcante fighting school selected you as a student to learn a master stroke of their sword fighting style. You gain the following benefits:
• Increase your Strength, Constitution, or Intelligence by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one master stroke from the following list that only work with swords:

• You may gain extra master strokes by either finding a master swordsman to teach a master stroke from the Cavalcante fighting school or stealing a master stroke from another practitioner. You must know more difficult passes than master strokes.

Cavalcante Death Moves
Prerequisites: Strength 19 or higher, knows 2 master strokes, member of Cavalcante fighting school.
A master sword fighter from the Cavalcante fighting school selected you as a student to learn a death move of their sword fighting style. You gain the a following benefits:
• Increase your Strength, Constitution, or Intelligence by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use fighting school secret pass.
Surgeon’s Knife: Your sword attack disembowels the target. The target can no longer make reactions or attack actions and will die in 3 rounds unless a 3rd level cure wound spell or higher heals them.
• You may gain extra death moves by stealing a pass from another practitioner. You must know more master strokes than death moves.

Moncorvo Secret Passes

This school is favored by swashbucklers and duelists, so a member of the school must succeed in tests of acrobatic daring. The use of the shield is sometimes favored.

Moncorvo Basic Passes
Prerequisites: Dexterity 13, Duelist fighting style or rakish audacity, member of the Moncorvo fighting school.
A master sword fighter from the Moncorvo fighting school selected you as a student to learn a basic pass of their sword fighting style. You gain the following benefits:
• Increase your Dexterity, Intelligence, or Charisma by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one basic pass from the following list that only work with swords:

• You may gain extra basic passes by either finding a master swordsman to teach a basic pass from the Moncorvo fighting school or stealing a pass from another practitioner.

Moncorvo Difficult Passes
Prerequisites: Dexterity 15, member of Moncorvo fighting school, knows 2 basic passes, member of Moncorvo fighting school.
A master sword fighter from the Moncorvo fighting school selected you as a student to learn a difficult pass of their sword fighting style. You gain the following benefits:
• Increase your Dexterity, Intelligence, or Charisma by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one difficult pass from the following list that only work with swords:

•You may gain extra difficult passes by either finding a master swordsman to teach a difficult pass from the Moncorvo fighting school or stealing a difficult pass from another practitioner. You must know more basic passes than difficult passes.

Moncorvo Master Strokes
Prerequisites: Dexterity 17, member of Moncorvo fighting school, knows 2 difficult passes, member of Moncorvo fighting school.
A master sword fighter from the Moncorvo fighting school selected you as a student to learn a master stroke of their sword fighting style. You gain the following benefits:
• Increase your Dexterity, Intelligence, or Charisma by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one master stroke from the following list that only work with swords:

• You may gain extra master strokes by either finding a master swordsman to teach a master stroke from the Moncorvo fighting school or stealing a master stroke from another practitioner. You must know more difficult passes than master strokes.

Moncorvo Death Moves
Prerequisites: Dexterity 19, member of Moncorvo fighting school, knows 2 master strokes, member of Moncorvo fighting school.
A master sword fighter from the Moncorvo fighting school selected you as a student to learn a death move of their sword fighting style. You gain the following benefits:
• Increase your Dexterity, Intelligence, or Charisma by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
Moncorvo’s Heartbreak: Your sword pierces through the opponent’s heart. The target can no longer make reactions or attack actions and will die in 3 rounds if not healed by a 3rd level cure wounds or higher.
• You may gain extra death moves by stealing one from another practitioner. You must know more master strokes than death moves.

Verdegild Secret Passes

This school focuses on superior skill through control. It is popular with paladins and Honorbound companies.

Verdegild Basic Passes
Prerequisites: Strength 13, Duelist fighting style or rakish audacity, member of the Verdegild fighting school.
A master sword fighter from the Verdegild fighting school selected you as a student to learn a basic pass of their sword fighting style. You gain the following benefits:
• Increase your Strength, Intelligence, or Wisdom by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one basic pass from the following list that only work with swords:

• You may gain extra basic passes by either finding a master swordsman to teach a basic pass from the Verdegild fighting school or stealing a pass from another practitioner.

Verdegild Difficult Passes
Prerequisites: Strength 13, member of Verdegild fighting school, knows 2 basic passes, member of Verdegild fighting school.
A master sword fighter from the Verdegild fighting school selected you as a student to learn a difficult pass of their sword fighting style. You gain the following benefits:
• Increase your Strength, Intelligence, or Wisdom by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one difficult pass from the following list that only work with swords:

• You may gain extra difficult passes by either finding a master swordsman to teach a difficult pass from the Verdegild fighting school or stealing a difficult pass from another practitioner. You must know more basic passes than difficult passes.

Verdegild Master Strokes
Prerequisites: Strength 13, member of Verdegild fighting school, knows 2 difficult passes, member of Verdegild fighting school.
A master sword fighter from the Verdegild fighting school selected you as a student to learn a master stroke of their sword fighting style. You gain the following benefits:
• Increase your Strength, Intelligence, or Wisdom by 1, to a maximum of 20,
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
• Select one master stroke from the following list that only work with swords:

• You may gain extra master strokes by either finding a master swordsman to teach a master stroke from the Verdegild fighting school or stealing a master stroke from another practitioner. You must know more difficult passes than master strokes.

Verdegild Death Moves
Prerequisites: Strength 13, member of Verdegild fighting school, knows 2 master strokes, member of Verdegild fighting school.
A master sword fighter from the Verdegild fighting school selected you as a student to learn a death move of their sword fighting style. You gain the following benefits:
• Increase your Strength, Intelligence, or Wisdom by 1, to a maximum of 20.
• An attack roll of 20 is still an automatic hit but you no longer benefit from critical hits, you instead roll exceptional hits. Exceptional hits allow you to use a fighting school secret pass.
Verdegild’s Sentence: The target’s weapon limb is severed (or at least completely disabled) at the elbow; the target’s maximum hit points are halved until they spend a long rest and remaining hit points are halved. The target must make a Constitution saving throw with disadvantage. On a failed save, the target becomes unconscious for an hour. They continue losing 1 hit point per round bleeding.
• You may gain extra death moves by stealing one from another practitioner. You must know more master strokes than death moves.