The Hallowick
The Western Bandits

The Hallowick

They of Borrowed Names

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Overview

Who are they

The People

The bandits of the west, the Hallowick are one of two cultures that formed when the Kingdom of Calderaña dissolved only a few decades into the drought. Notable for their leather chaps and wide brimmed hats, Hallowick men are only outpaced in fierceness and esteem by their women. Prior to the drought, they had been a herding culture who now live wild lives in the Wastes. Bonded to either the Dryosauridae or Noasauridae, they are chivalrous but not afraid to draw their trusty six-shooters on those that impose themselves too strongly.

Lore

This will be filled in with information as you discover more about the Hallowick

Notes

- A Hallowick man with white-streaked hair was recently killed at the behest of the King of Averon

...to be continued...

Classes of the Hallowick

Deadeye

The Quick Draw

A disciplined quick-shot trained in patience as much as reflex. Deadeyes favor careful positioning and lethal calm, often waiting far longer than their Morradan cousin to fire, but missing far less often.

Saving ThrowsCharisma, Dexterity
Skill ProficienciesIntimidation, Sleight of Hand
Starting WeaponSix-Shooter Revolver
Starting ArmorCloth Armor
Starting ToolNA
Languages KnownCalderan, Dustmark
Beast BondDryosauridae or Noasauridae

Starting Abilities

Take a Breath

If you delay your attack for a full round while maintaining line of sight, your next shot is taken with advantage.

Sightline Discipline

You ignore penalties from wind, smoke, or distance when granted edge.

Ritual Maintenance

You have a personal cleaning routine for your weapon. This can be performed during a long rest and can restore 1 morale to your posse if performed with others.

Ironbreaker

Heavy Hitters of the West

A trench fighter and door-kicker, the ironbreaker wields shotguns, trained to hold ground and advance through chaos. They are stubborn and lethal when allowed to get close.

Saving ThrowsConstitution, Strength
Skill ProficienciesAthletics, Intimidation
Starting WeaponShotgun
Starting ArmorCloth Armor and Shoulder Plates
Starting ToolNA
Languages KnownCalderan, Dustmark
Beast BondDryosauridae or Noasauridae

Starting Abilities

Hold the Line

Allies within 10ft of you gain 1 AR while you remain standing.

Advance Under Fire

Once per long rest, you may choose to move during your turn without provoking opportunity attacks or reactions.

Breaker's Reputation

You gain advantage on all Charisma encounters with non-Hallowick or Morrada.

Ropewarden

Marshal's Men

The laws of the Wastes don’t keep themselves. Ropewardens specialize in pursuit and capture, using lassos to bring in targets alive.

Saving ThrowsDexterity, Wisdom
Skill ProficienciesAnimal Handling, Survival, Sleight of Hand
Starting Weapon3 Throwing Knives
Starting ArmorCloth Armor
Starting ToolLasso
Languages KnownCalderan, Dustmark
Beast BondDryosauridae or Noasauridae

Starting Abilities

Crowd Control

You can move lassoed enemies up to 15 feet as a free action during your turn.

Read the Guilty

You have advantage on checks made to tell if someone is lying.

Badge of Office

In settled regions, civilians are more likely to assist or defer to you.

Blackmark

The Touched

A branded spell-gunner, blackmarks bind magic through their pistols. Those who inherit magic naturally are held in high esteem, and those who acquire it via… unnatural means are often pushed to the fringes.

Saving ThrowsCharisma, Intelligence
Skill ProficienciesArcana, either Deception or Persuasion
Starting WeaponEnchanted Six-Shooter Revolver
Starting ArmorCloth Armor
Starting ToolNA
Languages KnownCalderan, Dustmark
Beast BondDryosauridae or Noasauridae

Starting Abilities

Outcast's Appraisal

You can identify enchantments, curses, or other magical residue left on people or objects.

Caster

You gain access to two spells of your choice, from the Starting Spell List. Your starting conduit is a Six-Shooter Revolver.

Known Characters