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:
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Secret Pass Rapier Sword Basic 5 6 Difficult 6 7 Master Stroke 7 8 Death Move 8 9
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
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Secret Pass DC Basic 8 Difficult 10 Master Stroke 12 Death Move 14