Alexios/Player Guide
Alexios Niketas - Player Guide
Alexios is a Level 8 Cleric (Light Domain) devoted to Athena, wielding radiant fire, protective wards, and powerful divine magic. He has traded the front-line smite role for a battlefield-controlling warrior-priest: searing AoE damage, save-or-suffer control, healing, and party protection.
Overview
Role in the Party: Battlefield Controller, Radiant Damage Dealer, Healer & Support, Secondary Front-Liner
Core Strengths:
- Heavy radiant/fire AoE — Spirit Guardians, Fireball, Wall of Fire, Daylight, Radiance of the Dawn
- Strong control — Hold Person, Banishment, Command, Blindness/Deafness, Web (item)
- Reliable healing — Healing Word, Lesser Restoration, Revivify, Battle Medic
- Party protection — Warding Flare, Bless, Bane, high AC, and a commanding presence (CHA 20)
- Tough and hard to drop — 75 HP, AC 21, resistance to Cold and Poison, advantage on poison saves
Core Stats:
- AC: 21
- HP: 75 (Max)
- Speed: 25 ft
- Initiative: +0 (roll with advantage — see Athena's Sight & Sentinel Shield)
- Proficiency Bonus: +3
Ability Scores: STR 13 (+1) | DEX 10 (+0) | CON 16 (+3) | INT 8 (−1) | WIS 9 (−1) | CHA 20 (+5)
Spellcasting: Your divine magic keys off Charisma. Spell Save DC 16, Spell Attack +8, spellcasting modifier +5.
Saving Throws: STR +1 | DEX +0 | CON +3 (advantage on concentration saves) | INT −1 | WIS +6 | CHA +8. Advantage on saves vs. Poison; resistance to Cold and Poison.
COMBAT - What Can I Do On My Turn?
You are primarily a caster: most turns you'll cast a spell or use Channel Divinity, not make weapon attacks. You do not have Extra Attack.
Weapon Attacks
| Weapon | Attack Bonus | Damage | Type | Range | Notes |
|---|---|---|---|---|---|
| Spider Staff (Legacy) | +4 | 1d6+1 (1d8+1 versatile) +1d6 | Bludgeoning | 5 ft | Topple; 10/10 charges. Can cast Spider Climb & Web from it. |
| Warhammer, +1 | +5 | 1d8+2 (1d10+2 versatile) | Bludgeoning | 5 ft | Push. |
| Unarmed Strike | +4 | 2 bludgeoning | Bludgeoning | 5 ft | Or Grapple/Shove (DC = 8 + PB + STR). |
You also carry several stowed weapons (Glaive of Reprisal, Corpse Slayer Spear, Adamantine Dagger, Battleaxe +1, Longsword +1, etc.) — but your power is in spells, not the sword.
Channel Divinity (Your Signature Resource)
You have 3 uses per long rest (regain 1 on a short rest). Options:
| Option | Effect | When to Use |
|---|---|---|
| Radiance of the Dawn | 30-ft burst, DC 16 CON, 2d10+8 radiant (half on save) and dispels magical darkness. | Your best AoE — clears clustered foes and undead, and counters Darkness. |
| Divine Spark | Point at a creature within 30 ft: heal 2d8−1, OR DC 16 CON for 2d8−1 radiant/necrotic (half on save). | Flexible — a quick heal or a ranged zap. |
| Turn Undead | 30 ft, DC 16 WIS; undead are Frightened & Incapacitated for 1 min, flee from you. | Vs. undead swarms (very relevant in this campaign). |
| Sear Undead | When you Turn Undead, each that fails also takes 1d8 radiant (doesn't end the turn effect). | Free damage rider on Turn Undead. |
Offensive Spells (By Category)
Cantrips (always available):
| Cantrip | Effect | Save/Attack |
|---|---|---|
| Toll the Dead | 1d8 necrotic (1d12 if the target is already hurt); scales at higher levels. | DC 16 WIS |
| Word of Radiance | 2d6 radiant to all enemies within 5 ft of you. | DC 16 CON |
| Guidance / Spare the Dying | Support cantrips: Guidance gives +1d4 to a check; Spare the Dying stabilizes a dying ally. | — |
Damage Spells:
| Spell | Lvl | Effect | Save/Attack |
|---|---|---|---|
| Guiding Bolt | 1st | 4d6 radiant (+1d6/slot); next attack vs. target has advantage. | +8 attack |
| Fireball | 3rd | 8d6 fire in a 20-ft radius (+1d6/slot). | DC 16 DEX |
| Scorching Ray | 2nd | Three rays, 2d6 fire each (+1 ray/slot). | +8 attack |
| Spirit Guardians | 3rd | 3d8 radiant aura (15 ft) that also slows enemies; concentration. | DC 16 WIS |
| Wall of Fire | 4th | 5d8 fire wall; zoning + sustained damage. | DC 16 DEX |
| Laeral's Silver Lance | 3rd | 3d10 line damage (+1d10/slot). | DC 16 STR |
| Burning Hands | 1st | 3d6 fire cone (+1d6/slot). | DC 16 DEX |
| Dissonant Whispers | 1st (Fey Touched, 1/LR free) | 3d6 psychic and the target must flee. | DC 16 WIS |
Control / Debuff Spells:
| Spell | Lvl | Effect | Save |
|---|---|---|---|
| Hold Person | 2nd (item) | Paralyze a humanoid — melee auto-crits. | DC 16 WIS |
| Banishment | 4th | Remove a creature for 1 min (or for good if extraplanar). | DC 16 CHA |
| Command | 1st | One-word command (Flee, Grovel, Drop, Halt). | DC 16 WIS |
| Blindness/Deafness | 2nd | Blind a target (no concentration). | DC 16 CON |
| Faerie Fire | 1st | Outline foes: advantage to hit them, reveals invisible. | DC 16 DEX |
| Bane | 1st (also a Reaction) | Up to 3 foes take −1d4 to attacks & saves. | DC 16 CHA |
| Bestow Curse | 3rd (item) | Stacking debuff on a key target. | DC 16 WIS |
| Web | 2nd (Spider Staff) | Restrain in a 20-ft cube. | DC 15 DEX |
| Ray of Sickness | 1st (item) | 2d8 poison + possible poisoned. | +8 attack |
Support / Healing Spells:
| Spell | Lvl | Effect |
|---|---|---|
| Healing Word | 1st (Bonus Action) | Heal 2d4+5 at range; great for picking up a downed ally without losing your action. |
| Bless | 1st | Up to 3 allies gain +1d4 to attacks & saves (concentration). |
| Lesser Restoration | 2nd (Bonus Action) | End blinded/deafened/paralyzed/poisoned or a disease on an ally. |
| Revivify | 3rd | Bring back an ally dead < 1 min (costs 300 gp diamond). |
| Battle Medic | Feature | Spend a Healer's Kit use; an ally spends a Hit Die and heals the roll +3. |
Utility Spells:
| Spell | Lvl | Effect |
|---|---|---|
| Misty Step | 2nd (Bonus Action; 1 free/LR via Fey Touched) | Teleport 30 ft — escape or reposition. |
| Daylight | 3rd | 60-ft bright light; counters magical darkness, aids vs. light-sensitive foes. |
| Dispel Magic | 3rd | End ongoing magical effects. |
| See Invisibility | 2nd | See invisible & ethereal creatures. |
| Arcane Eye | 4th | Invisible flying scout-eye. |
| Spider Climb | 2nd (Spider Staff) | Walk walls & ceilings. |
| Dimension Door | 4th (Jaunty Boots, 3 charges) | Teleport self + 1 ally up to 500 ft. |
Defensive Abilities
| Ability | Effect | Cost |
|---|---|---|
| Warding Flare | Reaction: impose disadvantage on an attacker within 30 ft, and grant the target 2d6−1 temp HP. | 1/short or long rest |
| AC 21 | Hard to hit; stand in front of squishier allies. | Always on |
| Resistance: Cold & Poison | Half damage from cold and poison; advantage on poison saves. | Always on |
| Ring of Evasion | Turn a failed DEX save into a success. | 3 charges |
| Ring of Cold Resistance | Resistance to cold. | Always on (while worn) |
| Bless / Bane | Buff allies (+1d4) or weaken foes (−1d4 to attacks & saves) to swing the whole fight. | Spell slots |
Bonus Actions
- Healing Word — heal a downed ally at range while still acting.
- Misty Step — teleport 30 ft (one free use per long rest from Fey Touched).
- Lesser Restoration — cleanse a condition.
- Two-Weapon Fighting — available, but rarely your best use of a bonus action as a caster.
Reactions
| Reaction | Trigger | Effect |
|---|---|---|
| Warding Flare | A visible creature within 30 ft makes an attack roll | Disadvantage on the attack + 2d6−1 temp HP to the target (1/rest). |
| Reactive Spell | A creature provokes an opportunity attack | Cast a 1-action, single-target spell at it instead of the melee swing (e.g., Guiding Bolt, Toll the Dead). |
| Bane (Reaction) | As foes commit to a turn | Drop Bane on up to 3 of them (−1d4 attacks & saves). |
| Battlefield Command | After a creature makes an attack | Command it to move up to 15 ft (DC 8 + PB + CHA WIS save); ignores opportunity attacks. 1/LR. |
| Opportunity Attack | Enemy leaves your reach | Standard melee attack (or use Reactive Spell instead). |
Passive Abilities (Always On)
- Athena's Sight: Advantage on Initiative once per long rest (announce before rolling). The Sentinel Shield also grants advantage on Initiative and Perception checks.
- Channel Divinity: 3 uses/long rest (regain 1 on a short rest).
- Darkvision 60 ft.
- Resistance to Cold & Poison; advantage on Poison saves.
- Concentration: advantage on CON saves to maintain concentration — lean into your concentration spells (Spirit Guardians, Bless, Banishment).
SOCIAL SITUATIONS
With CHA 20, Alexios is now the party's face. Lean into this hard.
Skill Bonuses
| Skill | Bonus | Notes |
|---|---|---|
| Persuasion (CHA) | +8 | Best in party — your go-to for diplomacy & negotiation. |
| Deception (CHA) | +5 | Lies and misdirection. |
| Intimidation (CHA) | +5 | Threats and commanding presence. |
| Performance (CHA) | +5 | Oratory, inspiring speeches. |
| Insight (WIS) | +2 | Read intentions. |
| Medicine (WIS) | +2 | First aid, diagnose. |
| Religion (INT) | +2 | Gods, cults, undead lore. |
| Athletics (STR) | +1 | Climb, grapple, shove. |
Passive Scores
- Passive Perception: 14 | Passive Insight: 12 | Passive Investigation: 9
Senses
- Darkvision: 60 ft
Social Features
- Commanding faith: Your devotion to Athena lends authority in matters of strategy, justice, and war.
- Suggestion via Command: a quick DC 16 Command can end a tense standoff.
- Healer's reputation: the ability to cure, restore, and even revive earns trust and leverage.
Languages
- Common, Dwarvish
EXPLORATION
Movement & Senses
- Walking Speed: 25 ft | Darkvision: 60 ft
- Dimension Door (Jaunty Boots): teleport 500 ft, self + 1 ally (3 charges)
- Misty Step: 30-ft bonus-action teleport
- Spider Climb (Spider Staff): walls & ceilings
Useful Exploration Abilities
- Arcane Eye — scout ahead invisibly
- See Invisibility — reveal hidden threats
- Daylight — light a large area, counter magical darkness
- Dispel Magic — remove magical barriers/effects
- Web (Spider Staff) — bridge gaps, restrain, block passages
- Detection of undead/fiends via Turn Undead and radiant magic
Tools
- Herbalism Kit, Smith's Tools, Forgery Kit (in pack)
RESOURCE MANAGEMENT
| Resource | Total | Recharge | Notes |
|---|---|---|---|
| Spell Slots (1st) | 4 | Long Rest | Bless, Bane, Guiding Bolt, Healing Word, Command, Faerie Fire |
| Spell Slots (2nd) | 3 | Long Rest | Hold Person, Scorching Ray, Misty Step, Blindness/Deafness, Lesser Restoration |
| Spell Slots (3rd) | 3 | Long Rest | Spirit Guardians, Fireball, Revivify, Dispel Magic, Daylight |
| Spell Slots (4th) | 2 | Long Rest | Banishment, Wall of Fire, Arcane Eye (also upcast lower spells) |
| Channel Divinity | 3 | Long Rest (regain 1 on Short Rest) | Radiance of the Dawn, Divine Spark, Turn/Sear Undead |
| Warding Flare | 1 | Short or Long Rest | Reaction defense |
| Battlefield Command | 1 | Long Rest | Reposition a creature 15 ft |
| Athena's Sight (Initiative advantage) | 1 | Long Rest | Announce before rolling |
| Hit Dice (d8) | 8 | Long Rest | Self-healing on rests |
| Ring of Evasion | 3 charges | — | Turn a failed DEX save into a success |
| Jaunty Boots (Dimension Door) | 3 charges | — | 500-ft teleport |
| Spider Staff | 10 charges | — | Spider Climb (1), Web (2) |
| The Apostate's Rosary | 5 charges | — | Ray of Sickness, Hold Person (2), Bestow Curse (3) |
| Gauntlet of Gemforged Will | 1+ charge | — | Revivify and other emergency magic |
| Potion of Healing | 1 | — | Emergency self-heal |
COMMON TACTICS
Opening Combat (Turn 1)
1. Concentration play first: usually Spirit Guardians (walk into the enemy line for a 3d8 radiant aura that also slows them) or Bless on the party. 2. Position: you want enemies clustered for Spirit Guardians / Fireball / Radiance of the Dawn. 3. Save your reaction for Warding Flare, Bane, or Reactive Spell.
During Combat - Controller / Damage
- Spirit Guardians is your engine — keep concentration up (you have advantage on those saves) and move through enemies to tag them.
- Fireball / Wall of Fire when foes bunch up; Scorching Ray / Guiding Bolt for single targets.
- Radiance of the Dawn (Channel Divinity) is a no-slot 2d10+8 AoE — huge value against clusters and undead.
- Hold Person / Banishment / Command to neutralize a dangerous single foe.
Boss Fight Tactics
1. Open with Banishment (DC 16 CHA) or Hold Person to remove/neutralize the boss or its lieutenant. 2. Maintain Spirit Guardians and chip with Guiding Bolt (gives allies advantage). 3. Keep Bless on your strikers; use Bane on the boss to tank its accuracy and saves. 4. Hold Warding Flare to blunt the boss's biggest attack; Battlefield Command to drag it off a downed ally.
Multi-Enemy Tactics
- Lead with Fireball or Radiance of the Dawn; follow with Spirit Guardians to grind the survivors.
- Web (Spider Staff) or Wall of Fire to split the room and control space.
- Faerie Fire to give the whole party advantage on a clustered group.
Vs. Undead (Common in This Campaign)
- Turn Undead + Sear Undead scatters and damages undead packs.
- Radiance of the Dawn and any radiant spell shine here; Daylight counters their darkness.
Resource Conservation
- Use Channel Divinity (Radiance of the Dawn) for AoE before spending slots.
- Item charges (Apostate's Rosary, Spider Staff) cast spells without slots — use them first.
- Healing Word (bonus action) to pick up downed allies cheaply; save Revivify for true death.
QUICK REFERENCE
Combat Priority Checklist
1. □ Is my concentration spell up (Spirit Guardians / Bless / Banishment)? 2. □ Are enemies clustered? → Fireball, Radiance of the Dawn, Wall of Fire. 3. □ Single dangerous foe? → Hold Person, Banishment, Command, Guiding Bolt. 4. □ Anyone hurt/down? → Healing Word (bonus action), Lesser Restoration, Divine Spark heal. 5. □ Reaction ready? → Warding Flare / Bane / Reactive Spell / Battlefield Command.
Key Numbers to Remember
- Spell Save DC 16 | Spell Attack +8 | Casting stat CHA (+5)
- AC 21 | HP 75 | Speed 25 ft | Initiative +0 (advantage available)
- Channel Divinity: Radiance of the Dawn = 2d10+8 radiant, DC 16 CON, 30-ft burst
- Resistances: Cold, Poison (advantage on Poison saves)
- Saves: WIS +6, CHA +8 (others low — stay out of the line of fire for DEX/STR saves; Ring of Evasion helps DEX)
Best Damage Options
- Radiance of the Dawn (no slot): ~19 avg radiant to all chosen targets in 30 ft.
- Fireball (3rd): 8d6 (~28) in a 20-ft radius.
- Spirit Guardians (3rd, sustained): 3d8 (~13) per enemy turn in your aura + slows them.
- Guiding Bolt (1st): 4d6 radiant (~14) and grants advantage to the next attacker.
Best Support Options
- Bless (whole party +1d4), Healing Word (bonus-action revive), Lesser Restoration, Revivify, Warding Flare (protect an ally), Battle Medic (out-of-combat healing).
Status Conditions You Can Inflict
- Paralyzed (Hold Person) — melee auto-crits | Banished (Banishment) | Blinded (Blindness/Deafness, Faerie Fire reveals) | Frightened (Turn Undead, Dissonant Whispers) | Prone (Command/Topple) | Restrained (Web).
Remember These Critical Things
1. You're a caster now, not a smiter — most turns you cast a spell, not swing a weapon. No Extra Attack. 2. Spirit Guardians is your bread-and-butter — get it up and walk through enemies; you have advantage on concentration saves. 3. Charisma is your power stat — DC 16 on all your saves; you're also the party face (Persuasion +8). 4. Channel Divinity 3/rest — Radiance of the Dawn is free AoE; don't hoard it. 5. Use item charges before slots — Apostate's Rosary and Spider Staff cast spells for free. 6. Healing Word is a bonus action — revive a downed ally and still cast/attack. 7. Warding Flare — react to a big incoming hit; impose disadvantage and hand out temp HP. 8. Resistances: Cold & Poison — stride into effects others fear. 9. Low DEX/STR/INT/WIS-skill saves — the Ring of Evasion covers DEX; stay near cover otherwise. 10. Revivify (spell or Gauntlet) — you are the party's safety net against death.
Common Mistakes to Avoid
1. Trying to melee like before — your weapon attacks are weak now; cast instead. 2. Forgetting concentration — don't stack two concentration spells (Bless vs. Spirit Guardians vs. Banishment). 3. Hoarding Channel Divinity — Radiance of the Dawn recharges on rests; spend it. 4. Wasting slots on item-castable spells — use the Rosary/Staff charges first. 5. Standing alone — you protect allies with Warding Flare, Bless, and Bane; stay in support range. 6. Forgetting the free Misty Step — one no-slot teleport every long rest (Fey Touched).