Alexios/Player Guide

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Alexios Niketas - Player Guide

Alexios is a Level 7 Variant Human Paladin (Oath of Vengeance) with the Soldier background. Alexios is devoted to Athena.

Overview

Role in the Party: Front-Line Tank, Burst Damage Dealer, Support Healer

Core Strengths:

  • Highest AC in party (AC 22) - incredibly hard to hit
  • Devastating burst damage with Divine Smite
  • Aura of Protection provides +3 bonus to all saves for nearby allies
  • Can heal allies with Lay on Hands (35 HP pool)
  • Mix of defensive tanking and offensive power
  • Excellent saving throws across the board

Core Stats:

  • AC: 22 (Heavy Armor + Shield + Fighting Style)
  • HP: 74 (Max) - Second highest in party
  • Speed: 30 ft
  • Initiative: +2
  • Proficiency Bonus: +3

Ability Scores:

  • STR 20 (+5) | DEX 14 (+2) | CON 18 (+4)
  • INT 9 (-1) | WIS 11 (+0) | CHA 16 (+3)

Saving Throws:

  • Strength: +8
  • Dexterity: +5 (+3 from Aura)
  • Constitution: +7
  • Intelligence: +2 (+3 from Aura)
  • Wisdom: +3 (+3 from Aura)
  • Charisma: +6 (+3 from Aura)

Note: All saves include +3 bonus from your own Aura of Protection

COMBAT - What Can I Do On My Turn?

Weapon Attacks

Weapon Attack Bonus Damage (Avg) Damage Roll Damage Type Range Properties Notes
Battleaxe, +1 +9 12 1d8+6 slashing Slashing Melee Versatile (1d10), Topple Can use 2-handed for 1d10+6
Battleaxe, +1 (2-handed) +9 13 1d10+6 slashing Slashing Melee Versatile, Topple No shield when 2-handing
Greataxe, +1 +9 13 1d12+6 slashing Slashing Melee Heavy, Two-Handed, Cleave Best for crits, no shield
Lance, +1 +9 12 1d10+6 piercing Piercing 10 ft Reach, Topple, Heavy, Two-Handed Requires mount or 2 hands
Corpse Slayer Spear +8 11 1d6+5 piercing Piercing 20/60 ft Thrown, Versatile, Sap Ranged option
Glimmering Moonbow +5 7 + 11 radiant 1d8+2 + 3d6 radiant Piercing/Radiant 150/600 ft Uses charges, Slow 1 charge per shot
Adamantine Dagger +8 9 1d4+5 piercing Piercing 20/60 ft Finesse, Light, Thrown, Nick Bypass resistance

Divine Smite (Your Nova Ability)

When to Use: You hit with a melee weapon attack and want extra damage

How it Works: After you hit, spend a spell slot to add radiant damage (never wasted on misses!)

Spell Slot Level Smite Damage (Normal) Smite Damage (vs Undead/Fiends) Avg Damage Avg vs Undead/Fiends
1st-level 2d8 radiant 3d8 radiant 9 14
2nd-level 3d8 radiant 4d8 radiant 14 18

Critical Hit Smite Damage:

Spell Slot Normal Crit Smite Crit vs Undead/Fiends Total Damage with Battleaxe Crit
1st-level 4d8 6d8 2d8+6 weapon + 4d8 smite = ~31 damage
2nd-level 6d8 8d8 2d8+6 weapon + 6d8 smite = ~40 damage

Offensive Abilities

Ability Effect Resource Cost Duration When to Use
Divine Smite Add 2d8-3d8 radiant damage to melee hit 1st or 2nd level spell slot Instant When you hit, especially on crits or vs bosses
Vow of Enmity Gain advantage on all attacks vs one creature 1 Channel Divinity 1 minute Against bosses or high-priority targets
Savage Attacker Reroll weapon damage dice, use either roll Once per turn Instant On hits that matter (smites, crits, high damage rolls)
Extra Attack Attack twice when you take Attack action Always active - Remember your second attack!
Polearm Master Bonus action attack with lance/spear (1d4+5) Bonus action - When not using other bonus actions
Abjure Enemy Frighten one creature (fiends/undead get speed 0) 1 Channel Divinity 1 minute Lock down dangerous enemies or spellcasters

Offensive Spells (By Category)

Damage Spells:

Spell Level Casting Time Target Damage/Effect Save/Attack Concentration When to Use
Toll the Dead Cantrip 1 Action 60 ft creature 1d12 necrotic (2d12 if wounded) WIS 14 No Ranged damage when you can't melee
Guiding Bolt 1st 1 Action 120 ft 4d6 radiant Attack +6 No Ranged damage + next attack has advantage
Burning Hands 1st 1 Action 15 ft cone 3d6 fire DEX 14 No Hit multiple enemies in melee
Scorching Ray 2nd 1 Action 120 ft 2d6 fire (3 rays) Attack +6 No Multiple attacks at range
Orb of Dragon's Breath 6th 1 Action 90 ft Varies Attack +6 No 1 charge from Gem, save for emergencies

Control/Debuff Spells:

Spell Level Casting Time Target Effect Save Concentration When to Use
Command 1st 1 Action 60 ft Target obeys one-word command WIS 14 No "Flee", "Grovel", "Drop" for quick control
Bane 1st 1 Action 30 ft (3 targets) -1d4 to attacks and saves CHA 14 Yes (1 min) Debuff multiple enemies (opposite of Bless)
Hold Person 2nd 1 Action 60 ft Target paralyzed WIS 14 Yes (1 min) Lock down humanoid enemies
Infernal Challenge 2nd 1 Bonus Action 30 ft Target disadvantage vs others CHA 14 No Force enemy to focus on you

Support/Healing Spells:

Spell Level Casting Time Target Effect Save Concentration When to Use
Guidance Cantrip 1 Action Touch +1d4 to one ability check None Yes (1 min) Before skill checks, saves, or ability checks
Bless 1st 1 Action 30 ft (3 allies) +1d4 to attacks and saves None Yes (1 min) Start of combat to boost entire party
Cure Wounds 1st 1 Action Touch Heal 1d8+3 HP None No Emergency healing mid-combat
Shield of Faith 1st 1 Bonus Action 60 ft ally +2 AC None Yes (10 min) Buff ally before or during combat
Shield of Faith (Reaction) 1st 1 Reaction 60 ft ally +2 AC None Yes (10 min) Cast as reaction to enemy attack

Utility Spells:

Spell Level Casting Time Range Effect Duration When to Use
Misty Step 2nd (Always Prepared) 1 Bonus Action Self Teleport 30 ft Instant Escape grapples, reposition quickly
Find Steed 2nd (Always Prepared, 1/LR) 1 Action 30 ft Summon celestial mount Until dismissed Travel, mounted combat
Hunter's Mark 1st (Always Prepared) 1 Bonus Action 90 ft +1d6 damage per hit 1 hour (conc) Extended combat vs single target
Revivify 3rd (Gauntlet) 1 Action Touch Restore dead ally (within 1 min) Instant 1 charge - emergency only
Dimension Door 4th (Jaunty Boots) 1 Action 500 ft Teleport self + 1 ally Instant Escape, reach distant location

Defensive Abilities

Ability Effect Resource Cost Range When to Use
Aura of Protection You and allies within 10 ft gain +3 to all saves Always active 10 ft Position near allies for maximum benefit
Lay on Hands: Heal Restore HP to touched creature HP from 35 HP pool Touch Heal allies or self (1 bonus action)
Lay on Hands: Purify Remove Poisoned condition 5 HP from pool Touch Cure poison (1 bonus action)
Shield of Faith Grant ally +2 AC for 10 minutes 1st-level spell slot 60 ft Before combat or as reaction to attacks
AC 22 Incredibly hard to hit Always active Self Position in front of squishies
Relentless Avenger Reduce enemy speed to 0, move up to half speed Reaction (opportunity attack) 5 ft Lock down fleeing enemies

Bonus Actions

Ability Effect Resource Cost Notes
Vow of Enmity Gain advantage on attacks vs one creature for 1 minute 1 Channel Divinity Mark priority target at start of combat
Divine Sense Detect celestials, fiends, undead within 60 ft for 10 minutes 1 Channel Divinity use Identify hidden threats
Shield of Faith Grant ally +2 AC for 10 minutes (concentration) 1st-level spell slot Buff tank or frontliner
Lay on Hands: Heal Restore HP from 35 HP pool HP from pool Touch healing
Lay on Hands: Purify Remove Poisoned condition 5 HP from pool Cure poison
Polearm Master Attack Make attack with spear/lance butt (1d4+5 damage) None Extra damage when using polearm
Misty Step Teleport 30 ft 2nd-level spell slot Reposition or escape
Hunter's Mark Mark target for +1d6 damage per hit (1 hour concentration) 1st-level spell slot Sustained damage boost
Infernal Challenge Target has disadvantage on attacks vs others 2nd-level spell slot Tank ability

Reactions

Reaction Trigger Effect Resource Cost Range Notes
Opportunity Attack Enemy leaves reach without Disengaging Make melee weapon attack None 5 ft Standard reaction
Relentless Avenger You hit with opportunity attack Reduce target speed to 0, move up to half your speed None 5 ft Lock down and reposition
Shield of Faith (Reaction) Ally about to be attacked Grant +2 AC (concentration 10 min) 1st-level spell slot 60 ft Defensive reaction
Battlefield Command Creature makes WIS save within 30 ft Command that creature to move 15 ft 3/Long Rest 30 ft Reposition allies or enemies strategically

Passive Abilities (Always On)

Ability Effect Notes
Aura of Protection (10 ft) You and allies within 10 ft gain +3 to all saving throws Position near allies in combat
Extra Attack Attack twice when you take Attack action Don't forget second attack
Fighting Style: Defense +1 AC while wearing armor Already included in AC 22
Polearm Master Opportunity attacks when creatures enter reach with polearms Applies when wielding spear or lance
Savage Attacker Once per turn, reroll weapon damage dice and use either roll Increases average damage output
Darkvision See in darkness as dim light up to 60 ft Half-elf racial
Devout of Athena - Acolyte (Rank 1) Advantage on Initiative rolls once per long rest Announce before rolling initiative
Weapon Mastery Proficient with special properties of 3 weapon types Topple, Cleave, Sap currently mastered

SOCIAL SITUATIONS

Skill Bonuses

Skill Bonus Notes
Athletics (STR) +8 Climb, swim, grapple, shove - best in party
Intimidation (CHA) +6 Threats, commanding presence
Persuasion (CHA) +6 Diplomacy, negotiation, leadership
Deception (CHA) +6 Lies and misdirection
Animal Handling (WIS) +3 Control mounts, calm animals
Insight (WIS) +3 Read intentions and emotions
Perception (WIS) +3 Spot hidden things
Religion (INT) +2 Knowledge of gods and religious practices

Passive Scores

  • Passive Perception: 15
  • Passive Insight: 13
  • Passive Investigation: 9

Senses

  • Darkvision: 60 ft

Social Features

  • Divine Sense: Detect if someone is a celestial, fiend, or undead
  • Commanding Presence: Your oath gives you authority when dealing with evil
  • Soldier Background: Military rank and recognition from soldiers
  • Devoted to Athena: Wisdom, strategy, and righteous warfare
  • Oath of Vengeance: Relentless pursuit of evildoers - intimidating

Languages

  • Common, Celestial

EXPLORATION

Movement & Senses

  • Walking Speed: 30 ft
  • Darkvision: 60 ft
  • Mounted Speed: Varies by mount (Find Steed)

Useful Exploration Abilities

  • Divine Sense: Detect celestials, fiends, undead, and consecrated/desecrated places within 60 ft
  • Find Steed: Summon loyal celestial mount for travel (1/Long Rest, always prepared)
  • Dimension Door: Teleport up to 500 ft (3 charges from Jaunty Boots)
  • Lay on Hands: Heal injuries and cure diseases/poison
  • Athletics +8: Best climber and swimmer in party
  • Darkvision 60 ft: Navigate in darkness

Tools

  • Playing Card Set: Gaming and gambling

RESOURCE MANAGEMENT

Resource Total Recharges Current Status
Hit Dice (d10) 7 Long Rest Track usage
Lay on Hands HP Pool 35 HP Long Rest Can heal or spend 5 HP to cure poison
Channel Divinity 2 uses Long Rest (regain 1 on Short Rest) Vow of Enmity or Abjure Enemy
Spell Slots (1st-level) 4 Long Rest Bless, Shield of Faith, Command, Cure Wounds
Spell Slots (2nd-level) 3 Long Rest Hold Person, Scorching Ray, Misty Step, Infernal Challenge
Divine Smite Per spell slot Long Rest Uses spell slots - track carefully
Savage Attacker Once per turn Always available Reroll weapon damage once per turn
Extra Attack Always active - Remember to attack twice
Aura of Protection Always active - Position within 10 ft of allies
Devout of Athena - Acolyte 1 use (Advantage on Initiative) Long Rest Announce before rolling
Battlefield Command 3 uses Long Rest Reposition creatures tactically
Find Steed 1 use Long Rest Summon mount (always prepared)
Jaunty Boots (Dimension Door) 3 charges Unknown Teleport 500 ft
Gauntlet of Gemforged Will Multiple charges Unknown Revivify, Circle of Power, etc.
Gem of Dragon's Breath 2 charges remaining Unknown Orb of Dragon's Breath spell

COMMON TACTICS

Opening Combat (Turn 1)

Standard Opening Sequence: 1. Bonus Action: Cast Shield of Faith on yourself or ally tank OR activate Vow of Enmity on priority target 2. Movement: Position within 10 ft of allies (Aura of Protection) 3. Action: Attack twice with Battleaxe +1 (Extra Attack) 4. Decide: Save Divine Smite for when you crit or hit high-priority target

Against Boss/High-Priority Target: 1. Bonus Action: Vow of Enmity (advantage on all attacks vs target for 1 minute) 2. Action: Attack twice with advantage (Extra Attack) 3. When you hit: Use Divine Smite (2nd-level slot = 3d8 radiant, 4d8 vs undead/fiends) 4. If you crit: Definitely use Divine Smite - double the damage!

During Combat - Tank Role

Your Job: Protect Allies & Deal Damage

1. Position for Aura: Stay within 10 ft of as many allies as possible

  * Your Aura of Protection grants +3 to all their saves
  * This is HUGE - it applies to Dexterity saves vs fireballs, Wisdom saves vs fear, everything

2. Draw Aggro: Stand in front of squishies

  * Your AC 22 makes you very hard to hit
  * You have 74 HP and can heal yourself with Lay on Hands
  * Block chokepoints and doorways

3. Attack Twice Every Turn: Use Extra Attack

  * 2 attacks per turn = more chances to crit and Smite
  * Don't forget second attack!

4. Use Divine Smite Strategically:

  * On critical hits (double smite damage!)
  * Against bosses and high-priority targets
  * When you need to finish an enemy NOW
  * DON'T waste smites on weak enemies

5. Heal When Needed:

  * Use Lay on Hands (bonus action) when ally drops below 10 HP
  * Save big heals for after combat if possible
  * Cure poison with 5 HP from pool

During Combat - Damage Dealer

Maximum Damage Output:

1. Vow of Enmity + Attacks with Advantage:

  * Use Vow of Enmity (bonus action, 1 Channel Divinity)
  * Attack twice per turn with advantage
  * ~10% crit chance with advantage
  * When you crit: Divine Smite for MASSIVE damage

2. Divine Smite on Important Hits:

  * Critical hits: ALWAYS smite (damage doubled)
  * Undead/Fiends: Extra d8 damage
  * Boss fights: Don't be stingy with smites
  * 2nd-level smite = 3d8 radiant (avg 14 damage)

3. Savage Attacker:

  * Once per turn, reroll weapon damage dice
  * Use on hits that matter (especially with smites)
  * Example: Roll 1d8+6 for battleaxe, get 3 total (1+6=7), reroll the 1, maybe get 6 (6+6=12)

4. Polearm Master Bonus Attack:

  * If using lance or spear, bonus action attack for 1d4+5
  * Extra attack when not using other bonus actions

Expected Damage Per Turn (vs Boss with Vow of Enmity):

  • 2 attacks with advantage: ~22-26 damage
  • If you land 2 smites (2nd-level): ~22 + 28 smite = 50 damage
  • If you crit with smite: 30-40+ damage in one hit

Boss Fight Tactics

Fighting a Single Big Enemy:

1. Turn 1: Vow of Enmity (bonus action) + Attack twice with advantage

  * Mark boss with advantage on all attacks for 1 minute
  * Use Battleaxe +1 or Greataxe +1

2. Subsequent Turns:

  * Attack twice with advantage
  * Divine Smite when you hit (save 2nd-level slots for boss)
  * When you crit: DEFINITELY smite (damage doubles!)

3. If Boss is Undead/Fiend:

  * Your Divine Smite deals +1d8 damage automatically
  * 2nd-level smite becomes 4d8 instead of 3d8

4. Use Battlefield Command:

  * Reaction when boss makes WIS save
  * Force boss to move 15 ft away from allies
  * 3 uses per long rest - use strategically

5. Stay Near Allies:

  * Your Aura of Protection helps everyone
  * Boss AOE and spell saves become much more survivable

Multi-Enemy Tactics

Fighting Multiple Enemies:

1. Turn 1: Bless the Party:

  * Cast Bless on 3 allies (1st-level spell slot)
  * +1d4 to attacks and saves for 1 minute
  * Better than Vow of Enmity when fighting many enemies

2. Position Centrally:

  * Get within 10 ft of as many allies as possible
  * Your Aura benefits everyone nearby

3. Attack High-Priority Targets:

  * Enemy spellcasters first
  * Then enemy ranged attackers
  * Then melee threats

4. Use Shield of Faith:

  * Buff yourself or an ally (+2 AC for 10 min)
  * Concentration, so don't use if you already have Bless up

5. Save Divine Smite:

  * Only smite to finish off dangerous enemies
  * Don't waste slots on weak minions
  * Save resources for the next fight

6. Use Abjure Enemy:

  * Channel Divinity to frighten one enemy
  * Fiends/undead also get speed reduced to 0
  * Great for locking down spellcasters or dangerous melee

Resource Conservation

Managing Your Resources:

Spell Slot Priority:

  • **Save 2nd-level slots** for Divine Smite against bosses
  • **Use 1st-level slots** for Bless, Shield of Faith, Cure Wounds
  • **Don't over-smite** on weak enemies
  • **Track your slots** - you only have 4 first-level and 3 second-level

Channel Divinity Usage (2/Long Rest, regain 1 on Short Rest):

  • **Vow of Enmity:** Best against bosses or single high-priority targets
  • **Abjure Enemy:** Best for locking down dangerous enemies (spellcasters, big threats)
  • **Divine Sense:** Rarely needed, but great for detecting hidden fiends/undead

Lay on Hands (35 HP Pool):

  • **Don't hoard it** - 35 HP is a lot
  • **Heal allies** when they drop below 10 HP
  • **Heal yourself** when below 20 HP
  • **Cure poison** costs 5 HP from pool
  • **Recharges on long rest** - use it!

Magic Items:

  • **Gauntlet of Gemforged Will:** Multiple spell charges including Revivify (1 charge emergency resurrection)
  • **Jaunty Boots:** 3 charges for Dimension Door (500 ft teleport) - use for escapes or crucial repositioning
  • **Gem of Dragon's Breath:** 2 charges remaining - save for dire situations

Special Situations

If You're Surrounded:

  • Use Dimension Door (Jaunty Boots) to teleport to safety
  • Cast Burning Hands (15 ft cone, 3d6 fire damage) to hit multiple enemies
  • Misty Step (30 ft teleport) as bonus action

If Ally is Dying:

  • Lay on Hands to heal them (bonus action)
  • Cast Cure Wounds (1 action, 1d8+3 healing)
  • If already dead: Use Revivify from Gauntlet (1 charge, must be within 1 minute of death)

If You're Low on HP:

  • Lay on Hands yourself (bonus action)
  • Disengage and let allies handle combat temporarily
  • Cast Shield of Faith on yourself (+2 AC)

If Enemy is Fleeing:

  • Opportunity attack with Relentless Avenger (reduce speed to 0, move up to half your speed)
  • Command spell: "Halt" or "Grovel"

QUICK REFERENCE

Combat Priority Checklist

Start of Your Turn: 1. □ Am I within 10 ft of allies? (Aura of Protection) 2. □ Do I have Vow of Enmity active on priority target? 3. □ Should I use bonus action? (Shield of Faith, Vow of Enmity, Lay on Hands, Polearm attack) 4. □ Attack twice (Extra Attack) - don't forget! 5. □ Did I hit? Should I Divine Smite? (especially on crits!) 6. □ Should I use Savage Attacker to reroll weapon damage?

Enemy's Turn: 1. □ Can I use Opportunity Attack + Relentless Avenger? 2. □ Should I use Battlefield Command to reposition enemy? 3. □ Is ally in danger? Should I cast Shield of Faith as reaction?

After Combat: 1. □ How many spell slots remaining? 2. □ How much Lay on Hands HP left? 3. □ Channel Divinity uses remaining? 4. □ Should I heal allies before next encounter?

Key Numbers to Remember

Attack Bonuses:

  • Battleaxe +1: +9 to hit (1d8+6 or 1d10+6 two-handed)
  • Greataxe +1: +9 to hit (1d12+6)
  • Lance +1: +9 to hit (1d10+6, reach)

Divine Smite Damage:

  • 1st-level slot: 2d8 radiant (3d8 vs undead/fiends) = 9 avg (14 vs undead/fiends)
  • 2nd-level slot: 3d8 radiant (4d8 vs undead/fiends) = 14 avg (18 vs undead/fiends)
  • On crit: DOUBLE all dice (4d8 or 6d8 for 1st-level)

Defensive Numbers:

  • AC: 22 (incredibly hard to hit)
  • HP: 74 (second highest in party)
  • Lay on Hands: 35 HP pool (recharges on long rest)
  • Aura Range: 10 ft (+3 to all saves for you and allies)

Save DCs:

  • Your Spell Save DC: 14
  • Your Spell Attack Bonus: +6

Best Damage Options

Top 3 Damage Combinations (Single Target):

1. Vow of Enmity + Attacks + Divine Smite:

  * Bonus Action: Vow of Enmity (advantage for 1 minute)
  * Action: Attack twice with advantage
  * On hit: Divine Smite (2nd-level = 3d8 radiant)
  * Avg damage per turn: ~26-30 damage (more with smites)
  * On crit with smite: 40+ damage in one hit

2. Hunter's Mark + Polearm Master:

  * Bonus Action: Hunter's Mark (1st-level, +1d6 per hit, 1 hour concentration)
  * Action: Attack twice (Extra Attack)
  * Bonus Action: Polearm Master attack (if using spear/lance)
  * Avg damage: ~30 damage/turn sustained

3. Bless Party + Standard Attacks:

  * Turn 1: Cast Bless on 3 allies (+1d4 to attacks/saves)
  * Action: Attack twice
  * Avg damage: ~22 damage/turn, but party benefits from Bless

Critical Hit Expected Value:

  • ~5% crit chance normally, ~10% with advantage (Vow of Enmity)
  • Battleaxe crit: 2d8+6 = 15 avg
  • Battleaxe crit + 2nd-level smite: 2d8+6 + 6d8 = 42 avg
  • Greataxe crit + 2nd-level smite: 2d12+6 + 6d8 = 45 avg

Best Tank Options

How to Maximize Your Tanking:

1. Aura of Protection (10 ft):

  * Position within 10 ft of as many allies as possible
  * +3 to all saves for everyone nearby
  * This is ALWAYS active - don't forget!

2. High AC (22):

  * Enemies need to roll 17+ to hit you (before modifiers)
  * Stand in front of squishies
  * Block chokepoints and doorways

3. Lay on Hands:

  * 35 HP healing pool
  * Use bonus action to heal self or allies
  * Can also cure poison (5 HP cost)

4. Shield of Faith:

  * Grant +2 AC to ally (concentration, 10 minutes)
  * Stack on yourself for AC 24
  * Cast as bonus action or reaction

5. Infernal Challenge:

  * Force enemy to attack you (disadvantage vs others)
  * 2nd-level spell, bonus action
  * Tank ability for protecting squishies

Status Conditions & Effects

Conditions You Can Inflict:

  • Frightened (Abjure Enemy): Speed 0 if fiend/undead, disadvantage on attacks
  • Topple (Battleaxe/Lance): Knock prone on hit
  • Sap (Corpse Slayer Spear): Disadvantage on next attack
  • Paralyzed (Hold Person): Humanoid paralyzed, auto-crit on melee hits
  • Command Effects: One-word commands (Flee, Grovel, Drop, Halt)

Conditions You Resist/Avoid:

  • +3 to All Saves: Aura of Protection (within 10 ft of self)
  • Advantage on Initiative: Devout of Athena Rank 1 (1/LR)
  • Darkvision: See in darkness up to 60 ft

Remember These Critical Things

1. You Attack TWICE Per Turn: Extra Attack - don't forget your second attack!

2. Divine Smite After You Hit: Never wasted on a miss - decide after you know you hit

3. Aura of Protection is Always On: Position within 10 ft of allies for +3 to their saves

4. Channel Divinity is Powerful: 2 uses per long rest (regain 1 on short rest) - don't hoard!

5. Vow of Enmity = Advantage: Use on bosses and high-priority targets for 1 minute of advantage

6. Save 2nd-Level Slots for Smites: Don't waste them on utility spells before boss fights

7. You're the Tank: AC 22 and 74 HP - stand in front and protect squishies

8. Lay on Hands is 35 HP: Don't hoard it - heal yourself and allies liberally

9. Savage Attacker Once Per Turn: Reroll weapon damage - use on important hits

10. Your Aura Saves Lives: +3 to saves makes HUGE difference against spells and effects

Common Mistakes to Avoid

1. Forgetting Extra Attack: You get TWO attacks per Attack action - use them both!

2. Forgetting Aura of Protection: Always add +3 to your own saves and position near allies

3. Smiting Before You Hit: Divine Smite happens AFTER you hit - never wasted on miss

4. Hoarding Divine Smites: You only have 7 spell slots total - use them! They recharge on long rest

5. Forgetting Savage Attacker: Reroll weapon damage once per turn - increases average damage

6. Not Using Lay on Hands: 35 HP pool is huge - use it to heal yourself and allies

7. Forgetting Polearm Master: When using spear/lance, bonus action attack for 1d4+5

8. Standing Alone: Your Aura of Protection helps everyone within 10 ft - stay grouped

9. Not Tracking Resources: Write down spell slots used, Lay on Hands HP spent, Channel Divinity uses

10. Forgetting Magic Items: Jaunty Boots (teleport 500 ft), Gauntlet (Revivify), Gem of Dragon's Breath (2 charges)