The Heliadrim.

Passage has price, of memory, of sanity, and of soul.
Book of the Darklight 3:7

Faction Overview

Clad in shining armor and fueled by undaunting courage, the soldiers of the Heliadrim take up steel against the darklight decay that gnaws at the soul of Shakai. They work to protect Shakai against the madness of a dying world, renegade darklights, and other planar threats upon the unraveling land.

Often hired as city defenders, guard patrols, and more while awaiting orders to raise weapons against larger threats. Heliadric soldiers are often loyal, honest, and righteous, making them welcome company for any traveler.

 

Beliefs

  1. If civilization is to survive, we must stand strong against the Darklight.
  2. Protecting the innocent and defending the just is the greatest honor.
  3. Defending others deserves a just reward.

Goals

The Heliadric order stands for peace and justice, and actively works to oppose criminals and tyrants. Its moral stance is fundamentally good, as it strives to protect the innocent and powerless from oppression and exploitation. At the same time, members of the legion are passionate about their pursuit of justice. Many are spurred by a righteous wrath into action against evil and injustice. Ironically, this means that members sometimes do not always follow the local rules and laws, cleaving to the spirit of the law when the letter no longer serves justice.

Rank and Renown

All members once inducted into the Heliadrim are “Reserves” and are subject to the higher rank of individuals above them. In order to be inducted you are required to have at least 1 renown with the faction and undergo the initial induction ceremony by a higher ranking member.

By gaining renown as a member of the Heliadrim, you can ascend through an ordered series of ranks within the faction. Promotion always requires the approval of a superior officer. It is a reward for services rendered to the faction, rather than an automatic consequence of increased renown.

In addition, certain positions become available to you when both your renown and your character level reach certain thresholds.

Ranks

 

RankTitleRenownLevelPerk
1Recruit1Part of the Heliadrim
2Vanguard7

Choose an ability! Either Heliadric Beacon or Heliadric Bulwark.

The ability you choose becomes upgraded as you progress in Renown.

3Pharus13Your Vanguard Ability (either Heliadric Beacon or Heliadric Bulwark) receives it’s upgrade.
4Heliarc2014thYou get an Ability Score Increase of +2 to either Strength, Constitution, or Charisma. Your maximum for that ability score also increases by 2.

 

Part of the Glory

As a member of the Heliadrim, you have chosen to serve and help protect those around you who are not as capable. Whether that be defending farmers, delving into caves, or ridding the countryside of bandits. You help ensure the safety and protection to all under a garrison or outposts watchful eye. 

For your service to villages, towns, cities and other communities you recieve various benefits and perks:

  • While you are staying within a garrison or outpost your living expenses are covered at a Modest Lifestyle.
  • When given a mission or station and while serving you earn 5sp per day. In extra hazardous conditions you earn 1gp per day.
  • Armor and weapons can be requisitioned without cost from a garrison or outpost as needed.
  • Smithies, armorers, ferriers, blade makers, etc who are friendly to the Heliadrim will grant you a 20% discount on goods and services.

Recruit

Renown 1+

As a recruit, you get special benefits through the Heliadric Soulpact. This benefit will be revealed via Session 1.

Vanguard

Renown 7+

As a Vanguard you have proven your skill and prowess to be a cut above the rest. Now with a higher rank you are sometimes given opportunities to participate in more dangerous missions. As such, your soul has been fortified with a new ability. Choose either Horadric Beacon or Horadric Bulwark.

Heliadric Beacon

1/day, as a bonus action, you send out a ball of light and fire akin to a miniature sun from your square, which takes up a 10ft radius on a point.

Anything it touches or that enters its space takes 3d8 radiant damage. The sphere of light continues moving 15ft in a straight line at the start of your turns. As a reaction, you can teleport to the sphere’s position.

The sphere vanishes if you teleport to or if it has traveled 60ft by the end of your turn.

Heliadric Bulwark

1/day, as an action, you evoke a sphere of radiant energy that wards and protects a friendly creature of large size or smaller within 30 feet that lasts until the beginning of your 3rd turn. The ward sheds bright light in a 10-foot-radius and dim light for an additional 10 feet and it has a hit point maximum equal to 4x your proficiency bonus + 5. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

When the ward is reduced to 0 hit points or at the end of its duration it explodes in a 10-foot-radius sphere centered on the creature. Each creature not friendly to you must make a Dexterity saving throw (DC 15). On a failed save they take radiant damage equal to the total damage taken by the ward, or no damage on a successful one.

Pharus

Renown 13+

 You have become a beacon of hope and light. You receive improvements to your chosen ability, which are granted through your Soulpact.

Improvements to Heliadric Beacon

You receive the following improvements to your Heliadric Beacon ability:

• You may use this ability 2/day
• The sphere moves 20ft per round and has a maximum travel distance of 80ft
• It no longer vanishes when you teleport to its location. Instead, you swap places and may choose a new direction for it to travel

Improvements to Heliadric Bulwark

You receive the following improvements to your Heliadric Bulwark ability:

• You may use this ability 2/day
• The ward now deals full damage at detonation regardless of how much it absorbed
• When the ward detonates it now also removes all conditions, except exhaustion, from the warded creature

Heliarc

Renown 20 and 14+ Levels

If you meet the prerequisites, you receive another enhancement to your soul. You add +2 to one Ability Score out of Strength, Constitution, or Charisma. Your maximum for that Ability Score is also increased by 2.

Heliarc’s are rare, and are paragons of good and protection.