Alexios/Player Guide
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)