A race of humans native to Hallojar, the Halleans are often called Snake-men due to their almost exclusive home amongst the lands that possess the highest population of Naa'gaea and serpentine creatures. Though there is little correlation between the Naa'gaea and Halleans, this elusive race of men seem to have a very limited history, with archeological sites associate with them starting some 2000 years ago, the same time the Raptoran show up. This connection seems to have some credibility, as both races have incredible knacks for wind magic, something no other race on Eveynjar seem to possess.
Unique to the Halleans is an incredibly lithe build, something that appears more like the body of an elf than a human. What this means for the Halleans is they are much more adept at climbing and traversing the swampy and forested lands they live in, granting them a unique edge that most humans would be troubled with if they attempted the same maneuvers.
Combining their lithe forms with their unique connection to wind magics makes hitting a Hallean incredibly difficult, as their twig-like physique makes their wind spells incredibly effective at moving themselves, something that even the Raptoran envy. Though not as long-winded in traversal as their feathered kin, a Hallean's ability to use their wind magics to move themselves around should be noted when fighting them.
Though they are humans, it seems that Halleans are newcomers just like the Raptoran are, arriving from Valoreum at approximately the same time as the dino folk. Despite their incredible ability to traverse the wilds, it seems Halleans have been treated harshly by Eveynjar. Around 1000 years ago, their main settlements were found within the western side of Hallojar, a place of fertile plains with good soil, only to be destroyed by the arrival of the Moro Boziik, a voracious vining plant with elemental connections to the Plane of Fire. It quickly spread across the plane, burning settlements and suffocating fields, spreading like a plague across the plain. With their major settlements gone, the Halleans' range shortened to just the Dimdread Basin and Serpentwood that make up the heart of Hallojar. Then, around 150 years ago, a massive plague erupted within the region, turning all those affected by it into undead, wiping 50% of the remaining Hallean population. With the Empyrian invasion 50 years later, the Hallean people are currently on the verge of extinction.
Hallean names depend on the region they are from, adopting similar styles to the Raptoran or Naa'gaea in most cases.
Your blood calls upon the wind, making you incredible at using Wind magics.
Once per Long Rest, you gain the effects of the Blur spell, and a flying speed equal to your walking speed for 1 minute. After the minute transpires, you are unsteadied until the end of your next turn.
At 25th level, you can use this feature a number of times per Long Rest equal to your Wisdom modifier.
Your draconic ancestry grants you access to a shadow-related shout when you reach 25th level. You can learn one of the following options:
Ven (Wind)
Your voice forces the wind in front of you to form into a cyclone that is 15 ft wide at its base and is 50 ft tall, and move continually for 1 minute or until it reaches a notably large wall or object, such as a house. For the minute, it moves 20 ft each round and moves 5 ft during each creature's turn. All targets and objects of Large or smaller size that are in the radius of the cyclone must make a Fortitude saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency; objects that aren't being worn or are nailed to the ground automatically fail the save). On a fail the target is thrown 50 ft in a random direction (rolled by the DM with a d8) and the target takes fall damage (force) on impact and fall prone. If the target collides with a target along its route, it stops and both targets take 3d8 force damage on impact.
On a successful save, target is thrown 10 ft in a random direction and falls prone.
Recharge: Your voice recharges after 3 rounds.
Lok (Sky)
Your voice commands the sky to clear, clearing inclement weather up to 1 mile away from you for 5 hours.
Recharge: Your voice recharges after 1 round.
Zul (Voice)
You voice whispers to a point you can see, causing any target within 30 ft of the point to investigate. Any creature that has a Passive Perception score lower than (8 + your Wisdom modifier + your Thu'um proficiency) immediately goes to investigate the area. A creature that has a Passive Perception higher than the aforementioned number knows the origin of the sound was in your direction.
Recharge: Your voice recharges after 3 turns
Your body grants you incredible nimbleness that isn't awarded to most humans. You are proficient in the Acrobatics skill, have a + 10 bonus to your walking speed, a 15 ft climbing speed, and a bonus to your Initiative rolls equal to your Acrobatics proficiency. However, you gain 4 hit point per level increase instead of 6, and your hit dice are d6s.
Due to your Lithe form and living in and around swamps, difficult terrain caused by mud or water doesn't impede you, nor do you get stuck in it; and you have advantage against saving throws that would cause the poisoned, petrified, or frightened conditions.
The typical Hallean has the following features:
This species has multiple parents, only the first is displayed below.
All parents: