Alexios/Player Guide: Difference between revisions

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Updated guide to match character sheet exactly - removed inaccurate information, added missing abilities
Update Alexios to current build: Level 8 Light Domain Cleric (CHA caster) - new stats, spells, Channel Divinity, items, and tactics
 
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= Alexios Niketas - 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.


'''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:''' Battlefield Controller, Radiant Damage Dealer, Healer & Support, Secondary Front-Liner


== Overview ==
'''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:'''
'''Core Stats:'''
* '''AC:''' 22 (Heavy Armor + Shield)
* '''AC:''' 21
* '''HP:''' 74 (Max)
* '''HP:''' 75 (Max)
* '''Speed:''' 30 ft.
* '''Speed:''' 25 ft
* '''Initiative:''' +2
* '''Initiative:''' +0 (roll with '''advantage''' — see Athena's Sight & Sentinel Shield)
* '''Proficiency Bonus:''' +3
* '''Proficiency Bonus:''' +3


'''Ability Scores:'''
'''Ability Scores:''' STR 13 (+1) | DEX 10 (+0) | CON 16 (+3) | INT 8 (−1) | WIS 9 (−1) | '''CHA 20 (+5)'''
* STR 20 (+5) | DEX 14 (+2) | CON 18 (+4)
* INT 9 (-1) | WIS 11 (+0) | CHA 16 (+3)


'''Saving Throws:'''
'''Spellcasting:''' Your divine magic keys off '''Charisma'''. '''Spell Save DC 16''', '''Spell Attack +8''', spellcasting modifier '''+5'''.
* Strength: +8
* Dexterity: +5 (+3 from Radiant resistance)
* Constitution: +7
* Intelligence: +2
* Wisdom: +3 (+3 from Radiant resistance)
* Charisma: +6 (+3 from Radiant resistance)


'''Spell Save DC:''' 14 | '''Spell Attack Bonus:''' +6
'''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? ==
== 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.
=== Basic Actions ===
* '''Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise'''


=== Weapon Attacks ===
=== Weapon Attacks ===
* '''Adamantine Dagger:''' +8 to hit, 1d4+5 piercing (Simple, Finesse, Light, Thrown, Nick, Range 20/60)
{| class="wikitable"
* '''Battleaxe, +1:''' +9 to hit, 1d8+6 slashing (Martial, Versatile, Topple)
! Weapon !! Attack Bonus !! Damage !! Type !! Range !! Notes
* '''Corpse Slayer, Spear:''' +8 to hit, 1d6+5 piercing (Simple, Thrown, Versatile, Sap, Range 20/60)
|-
* '''Glimmering Moonbow, Longbow:''' +5 to hit, 1d8+2 piercing (+3d6 Radiant, +1 Charge, Martial, Ammunition, Heavy, Range, Two-Handed, Slow, Range (150/600))
| '''Spider Staff''' (Legacy) || +4 || 1d6+1 (1d8+1 versatile) +1d6 || Bludgeoning || 5 ft || Topple; 10/10 charges. Can cast Spider Climb & Web from it.
* '''Greataxe, +1:''' +9 to hit, 1d12+6 slashing (Martial, Heavy, Two-Handed, Cleave)
|-
* '''Lance, +1:''' +9 to hit, 1d10+6 piercing (Martial, Reach, Topple, Heavy, Two-Handed)
| '''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.''


=== Special Combat Abilities ===
=== Channel Divinity (Your Signature Resource) ===
* '''Channel Divinity: Divine Sense (1 Bonus Action):''' For next 10 minutes or until you have Incapacitated condition, you know location of any Celestials, Fiends, and Undead within 60 ft and not behind total cover. Within same radius, you detect presence of any place/object consecrated or desecrated, as with Hallow spell.
You have '''3 uses per long rest''' (regain 1 on a short rest). Options:
* '''Channel Divinity (2/Long Rest):''' Fuel magical effects. Each time you use Channel Divinity, you choose which effect to create. You can use this class's Channel Divinity 2 times per Long Rest, but can regain one expended use after finishing a Short Rest.
{| class="wikitable"
* '''Lay On Hands (35 HP pool/Long Rest):''' Touch a creature and restore HP equal to number HP to that creature, up to maximum remaining in pool. Can also expend 5 HP from pool of healing to remove Poisoned condition from creature (those points don't restore HP to creature).
! Option !! Effect !! When to Use
* '''Lay On Hands: Healing Pool:''' 35 HP/Long Rest, 1 Bonus Action
|-
* '''Lay On Hands: Heal:''' 1 Bonus Action
| '''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.
* '''Lay On Hands: Purify Poison:''' 1 Bonus Action
|-
| '''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.
|}


=== Paladin Spellcasting ===
=== Offensive Spells (By Category) ===
DC equals your Paladin spell save DC (DC 14).
'''Cantrips (always available):'''
{| class="wikitable"
! 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. || —
|}


'''Channel Divinity: Divine Sense:''' 1 Bonus Action
'''Damage Spells:'''
{| class="wikitable"
! 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
|}


=== Bonus Actions ===
'''Control / Debuff Spells:'''
* '''Divine Smite:''' When you hit with melee weapon attack, expend one spell slot to deal extra radiant damage to target. Extra damage is 2d8 for 1st-level slot, plus 1d8 for each spell level higher than 1st (max 5d8). Damage increases by 1d8 if target is Undead or Fiend.
{| class="wikitable"
* '''Vow of Enmity:''' When you take Attack action, expend one use of Channel Divinity to mark a target within 30 ft. You have Advantage on attack rolls against named creature for 1 minute or until you use this feature again.
! 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
|}


=== Reactions ===
'''Support / Healing Spells:'''
* '''Relentless Avenger:''' When you hit a creature with Opportunity Attack, you can reduce its Speed to 0 for rest of current turn. You can also move up to half your Speed as part of same Reaction without provoking Opportunity Attacks.
{| class="wikitable"
! 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.
|}


=== Fighting Styles ===
'''Utility Spells:'''
* '''Blessed Warrior:''' Learn 2 cantrips from Cleric spell list (Guidance, Toll the Dead)
{| class="wikitable"
! 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.
|}


=== Special Features ===
=== Defensive Abilities ===
* '''Paladin's Smite:''' Always have Divine Smite prepared without expending a spell slot
{| class="wikitable"
* '''Weapon Mastery:''' Proficient with properties of 3 kinds of Simple or Martial Melee weapons of choice. Whenever you finish Long Rest, can change one weapon choice. Can change weapon with Heavy and Reach properties.
! Ability !! Effect !! Cost
* '''Fighting Style:''' Defense - While wearing armor, +1 bonus to AC
|-
* '''Aura of Protection (10 ft):''' You and allies within 10 ft of you (while conscious) gain bonus to saving throws equal to your Charisma modifier (minimum +1).
| '''Warding Flare''' || Reaction: impose disadvantage on an attacker within 30 ft, and grant the target 2d6−1 temp HP. || 1/short or long rest
* '''Extra Attack:''' When you take Attack action, you can attack twice instead of once.
|-
* '''Ability Score Improvement:''' Increase two ability scores by 1 each
| '''AC 21''' || Hard to hit; stand in front of squishier allies. || Always on
* '''Feat (Variant Human):''' Polearm Master
|-
* '''Feat:''' Ability Score Improvement (+2 STR)
| '''Resistance: Cold & Poison''' || Half damage from cold and poison; advantage on poison saves. || Always on
* '''Savage Attacker:''' Once per turn when you hit target with weapon, you can roll weapon's damage dice twice and use either roll against target.
|-
* '''Devout of Athena - Rank 1 - Acolyte:''' Advantage on Initiative Rolls once per long rest.
| '''Ring of Evasion''' || Turn a failed DEX save into a success. || 3 charges
* '''Devout of Athena - Rank 2 - Strategos:''' As reaction, after a creature makes a Wisdom saving throw within 30 ft, command that creature to move up to 15 ft in any direction. Creature makes a Wisdom saving throw against DC 8 + PB + Cha. On failed save creature immediately moves as commanded. Creature does not need movement and can not take any action in response to command before move. Movement does not trigger Opportunity Attacks. Creature can choose to fail saving throw. On success, no effect. Battlefield Command: 3/Long Rest, 1 Reaction.
|-
* '''Soldier Ability Score Improvements:''' +2 to two scores (+2 STR / +1 DEX)
| '''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
|}


=== Magic Items (Attuned) ===
=== Bonus Actions ===
* '''Jaunty Boots:''' Movement bonus
* '''Healing Word''' — heal a downed ally at range while still acting.
* '''Gauntlet of Gemforged Will:''' Special gauntlet
* '''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.


== Spells ==
=== Reactions ===
{| class="wikitable"
! 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).
|}


=== Cantrips (At Will) ===
=== Passive Abilities (Always On) ===
* '''Guidance:''' Grant +1d4 to ability check (Fighting Style, 1A, Touch, V,S, concentration up to 1 minute) PHB-2024 282
* '''Athena's Sight:''' Advantage on Initiative once per long rest (announce before rolling). The '''Sentinel Shield''' also grants advantage on Initiative and Perception checks.
* '''Toll the Dead:''' WIS 14, 1A, 60 ft, V,S, instantaneous - PHB-2024 334 (V/S)
* '''Channel Divinity:''' 3 uses/long rest (regain 1 on a short rest).
 
* '''Darkvision 60 ft.'''
=== 1st Level (4 Slots) ===
* '''Resistance to Cold & Poison'''; advantage on Poison saves.
* '''Bless:''' Boost attack rolls and saves (Paladin, 1A, 30 ft, V,S,M, concentration up to 1 minute) PHB-2024 247 (D: 1m, V/S/M)
* '''Concentration:''' advantage on CON saves to maintain concentration — lean into your concentration spells (Spirit Guardians, Bless, Banishment).
* '''Shield of Faith:''' +2 AC bonus (Paladin, 1BA, 60 ft, V,S,M, concentration up to 10 minutes) PHB-2024 316 (D: 10m, V/S/M)
* '''Command:''' WIS 14, 1A, 60 ft, V, instantaneous - PHB-2024 251 (V)
* '''Cure Wounds:''' Heal creature (Paladin, 1A, Touch, V,S, instantaneous) PHB-2024 229 (V/S)
* '''Shield of Faith (reaction):''' +2 AC (Paladin, 1R, 60 ft, V,S,M, concentration up to 10 minutes) PHB-2024 316 (D: 10m, V/S/M)
* '''Burning Hands:''' DEX 14, 1A, Self/15 ft Cone, V,S, instantaneous - PHB-2024 248 (15 ft Cone, V/S)
* '''Bane:''' CHA 14, 1A, 30 ft, V,S,M, concentration up to 1 minute - PHB-2024 245 (D: 1m, V/S/M)
* '''Hunter's Mark:''' Mark target for extra damage (Oath of Vengeance Spells (Always Prepared), 1BA, 90 ft, V, concentration up to 1 hour) PHB-2024 287 (Ext. D: (See Description*); D: 1h, V)
* '''Guiding Bolt:''' +6 to hit, 1A, 120 ft, V,S, 1 round - PHB-2024 282 (D: 1Rnd, V/S)
 
=== 2nd Level (3 Slots) ===
* '''Infernal Challenge:''' CHA 14, 1BA, 30 ft, V, instantaneous - TIR 33 (D: 1m, V)
* '''Hold Person:''' WIS 14, 1A, 60 ft, V,S,M, concentration up to 1 minute - PHB-2024 286 (D: 1m, V/S/M)
* '''Misty Step:''' Teleport 30 ft (Oath of Vengeance Spells (Always Prepared), 1BA, Self, V, instantaneous) PHB-2024 299 (V)
* '''Scorching Ray:''' +6 to hit, 1A, 120 ft, V,S, instantaneous - PHB-2024 314 (V/S)
* '''Find Steed:''' Summon mount (Oath of Vengeance Spells (Always Prepared), 1A, 30 ft, V,S, instantaneous) PHB-2024 272 (1/LR, V/S)
* '''Find Steed (Always Prepared):''' Summon celestial mount (Faithful Steed, 1A, 30 ft, V,S, instantaneous) PHB-2024 272 (1/LR, V/S)
 
=== 3rd Level ===
* '''Revivify:''' Bring creature back to life (Gauntlet of Gemforged Will, 1A, Touch, V,S,M, instantaneous) PHB-2024 312 (1 Charge, V/S/M)
 
=== 4th Level ===
* '''Dimension Door:''' Teleport to location (Jaunty Boots, 1A, 500 ft, V, instantaneous) PHB-2024 262 (1 Charge (3/3), V)
 
=== 5th Level ===
* '''Reincarnate:''' Restore dead creature (Gauntlet of Gemforged Will, 1h, Touch, V,S,M, instantaneous) PHB-2024 311 (1 Charge, V/S/M)
 
=== 6th Level ===
* '''Circle of Power:''' Create protective aura (Gauntlet of Gemforged Will, 1A, Self/30 ft, V, concentration up to 10 minutes) PHB-2024 250 (1 Charge, D: 10m, 30 ft Emanation, V)
* '''Otherworldly Disguise:''' Change appearance (Gauntlet of Gemforged Will, 1A, Self/30 ft Sphere, V,S, instantaneous) PHB-2024 266 (1 Charge, 30 ft Sphere, V/S)
* '''Orb of Dragon's Breath:''' +6 to hit, 1A, 90 ft, V,S,M, instantaneous - Gem of Dragon's Breath (1 Charge (2/3), V/S/M)
 
=== 7th Level ===
* '''Resurrection:''' Restore life (Gauntlet of Gemforged Will, 1h, Touch, V,S,M, instantaneous) PHB-2024 312 (1 Charge, V/S/M)


== SOCIAL SITUATIONS ==
== SOCIAL SITUATIONS ==
With '''CHA 20''', Alexios is now the party's '''face'''. Lean into this hard.


=== Skill Bonuses ===
=== Skill Bonuses ===
* '''Animal Handling (WIS):''' +3
{| class="wikitable"
* '''Arcana (INT):''' -1
! Skill !! Bonus !! Notes
* '''Athletics (STR):''' +8
|-
* '''Deception (CHA):''' +6
| '''Persuasion (CHA)''' || +8 || Best in party — your go-to for diplomacy & negotiation.
* '''History (INT):''' -1
|-
* '''Insight (WIS):''' +3
| '''Deception (CHA)''' || +5 || Lies and misdirection.
* '''Intimidation (CHA):''' +6
|-
* '''Investigation (INT):''' -1
| '''Intimidation (CHA)''' || +5 || Threats and commanding presence.
* '''Medicine (WIS):''' +0
|-
* '''Nature (INT):''' -1
| '''Performance (CHA)''' || +5 || Oratory, inspiring speeches.
* '''Perception (WIS):''' +3
|-
* '''Performance (CHA):''' +3
| '''Insight (WIS)''' || +2 || Read intentions.
* '''Persuasion (CHA):''' +6
|-
* '''Religion (INT):''' +2
| '''Medicine (WIS)''' || +2 || First aid, diagnose.
* '''Sleight of Hand (DEX):''' +2
|-
* '''Stealth (DEX):''' +2
| '''Religion (INT)''' || +2 || Gods, cults, undead lore.
* '''Survival (WIS):''' +0
|-
| '''Athletics (STR)''' || +1 || Climb, grapple, shove.
|}


=== Passive Scores ===
=== Passive Scores ===
* '''Passive Perception:''' 15
* Passive Perception: '''14''' | Passive Insight: '''12''' | Passive Investigation: '''9'''
* '''Passive Insight:''' 13
* '''Passive Investigation:''' 9


=== Senses ===
=== Senses ===
* '''Darkvision:''' 60 ft
* Darkvision: 60 ft
* '''Unknown:''' 5 ft


=== Social Features ===
=== Social Features ===
* '''Lay On Hands:''' Heal or cure poison
* '''Commanding faith:''' Your devotion to Athena lends authority in matters of strategy, justice, and war.
* '''Divine Sense:''' Detect celestials, fiends, and undead
* '''Suggestion via Command:''' a quick DC 16 Command can end a tense standoff.
* '''Channel Divinity:''' Various divine effects
* '''Healer's reputation:''' the ability to cure, restore, and even revive earns trust and leverage.


=== Languages ===
=== Languages ===
* Celestial, Common
* Common, Dwarvish


== EXPLORATION ==
== 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


=== Movement ===
=== Useful Exploration Abilities ===
* '''Walking Speed:''' 30 ft
* '''Arcane Eye''' — scout ahead invisibly
 
* '''See Invisibility''' — reveal hidden threats
=== Useful Abilities for Exploration ===
* '''Daylight''' — light a large area, counter magical darkness
* '''Divine Sense:''' Detect celestials, fiends, undead, and consecrated/desecrated places
* '''Dispel Magic''' — remove magical barriers/effects
* '''Find Steed:''' Summon mount for travel
* '''Web''' (Spider Staff) — bridge gaps, restrain, block passages
* '''Dimension Door:''' Teleport up to 500 ft
* '''Detection of undead/fiends''' via Turn Undead and radiant magic


=== Tools ===
=== Tools ===
* '''Playing Card Set:''' Gaming tool
* Herbalism Kit, Smith's Tools, Forgery Kit (in pack)


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==
{| class="wikitable"
{| class="wikitable"
! Resource !! Total !! Recharges
! Resource !! Total !! Recharge !! Notes
|-
|-
| '''Hit Dice''' || 7d10 || Long Rest
| Spell Slots (1st) || 4 || Long Rest || Bless, Bane, Guiding Bolt, Healing Word, Command, Faerie Fire
|-
|-
| '''Lay On Hands''' || 35 HP || Long Rest
| Spell Slots (2nd) || 3 || Long Rest || Hold Person, Scorching Ray, Misty Step, Blindness/Deafness, Lesser Restoration
|-
|-
| '''Channel Divinity''' || 2 uses || Long Rest (1 on Short Rest)
| Spell Slots (3rd) || 3 || Long Rest || Spirit Guardians, Fireball, Revivify, Dispel Magic, Daylight
|-
|-
| '''Spell Slots (1st)''' || 4 || Long Rest
| Spell Slots (4th) || 2 || Long Rest || Banishment, Wall of Fire, Arcane Eye (also upcast lower spells)
|-
|-
| '''Spell Slots (2nd)''' || 3 || Long Rest
| Channel Divinity || 3 || Long Rest (regain 1 on Short Rest) || Radiance of the Dawn, Divine Spark, Turn/Sear Undead
|-
|-
| '''Divine Smite''' || Per spell slot || Long Rest
| Warding Flare || 1 || Short or Long Rest || Reaction defense
|-
|-
| '''Vow of Enmity''' || 1 Channel Divinity || Long Rest/Short Rest
| Battlefield Command || 1 || Long Rest || Reposition a creature 15 ft
|-
|-
| '''Aura of Protection''' || Always Active (10 ft) || -
| Athena's Sight (Initiative advantage) || 1 || Long Rest || Announce before rolling
|-
|-
| '''Devout of Athena - Acolyte''' || 1 use || Long Rest
| Hit Dice (d8) || 8 || Long Rest || Self-healing on rests
|-
|-
| '''Devout of Athena - Strategos''' || 3 uses || Long Rest
| Ring of Evasion || 3 charges || — || Turn a failed DEX save into a success
|-
|-
| '''Battlefield Command''' || 3 uses || Long Rest
| Jaunty Boots (Dimension Door) || 3 charges || — || 500-ft teleport
|-
|-
| '''Find Steed''' || 1 use || Long Rest
| Spider Staff || 10 charges || — || Spider Climb (1), Web (2)
|-
|-
| '''Jaunty Boots (Dimension Door)''' || 3 charges || Unknown
| The Apostate's Rosary || 5 charges || — || Ray of Sickness, Hold Person (2), Bestow Curse (3)
|-
|-
| '''Gauntlet of Gemforged Will''' || Multiple spell charges || Unknown
| 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 ==
== 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)


'''In Combat:'''
=== Best Damage Options ===
# Enter Rage if facing tough opponents (Bonus Action)
* '''Radiance of the Dawn''' (no slot): ~19 avg radiant to all chosen targets in 30 ft.
# Make 2 attacks per turn (Extra Attack)
* '''Fireball''' (3rd): 8d6 (~28) in a 20-ft radius.
# Use Divine Smite on hits against priority targets
* '''Spirit Guardians''' (3rd, sustained): 3d8 (~13) per enemy turn in your aura + slows them.
# Save Channel Divinity for Vow of Enmity against bosses
* '''Guiding Bolt''' (1st): 4d6 radiant (~14) and grants advantage to the next attacker.
# Use Lay On Hands to heal allies or self


'''Before Combat:'''
=== Best Support Options ===
# Cast Bless on party members (concentration)
* '''Bless''' (whole party +1d4), '''Healing Word''' (bonus-action revive), '''Lesser Restoration''', '''Revivify''', '''Warding Flare''' (protect an ally), '''Battle Medic''' (out-of-combat healing).
# Cast Shield of Faith on tank (concentration, bonus action)
# Position near allies to grant Aura of Protection


'''Concentration Spells (can only have ONE active):'''
=== Status Conditions You Can Inflict ===
* Guidance, Bless, Shield of Faith, Command, Burning Hands, Bane, Hunter's Mark, Hold Person, Circle of Power
* '''Paralyzed''' (Hold Person) — melee auto-crits | '''Banished''' (Banishment) | '''Blinded''' (Blindness/Deafness, Faerie Fire reveals) | '''Frightened''' (Turn Undead, Dissonant Whispers) | '''Prone''' (Command/Topple) | '''Restrained''' (Web).


'''Key Numbers to Remember:'''
=== Remember These Critical Things ===
* Spell Save DC: '''14'''
1. '''You're a caster now, not a smiter''' — most turns you cast a spell, not swing a weapon. No Extra Attack.
* Spell Attack: '''+6'''
2. '''Spirit Guardians is your bread-and-butter''' — get it up and walk through enemies; you have advantage on concentration saves.
* Divine Smite: '''2d8 + 1d8 per spell level (max 5d8)'''
3. '''Charisma is your power stat''' — DC 16 on all your saves; you're also the party face (Persuasion +8).
* Extra 1d8 vs Undead/Fiends
4. '''Channel Divinity 3/rest''' — Radiance of the Dawn is free AoE; don't hoard it.
* AC: '''22'''
5. '''Use item charges before slots''' — Apostate's Rosary and Spider Staff cast spells for free.
* Aura Range: '''10 ft'''
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.


'''Resistances:'''
=== Common Mistakes to Avoid ===
* Radiant Resistance (+3 to Dex, Wis, Cha saves while in aura)
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).


'''Special Note:''' Alexios is a frontline tank/damage dealer with excellent saves and healing. Aura of Protection grants +3 to all saves for allies within 10 ft.
[[Category:Player Characters]]
[[Category:Player Guides]]

Latest revision as of 23:21, 30 May 2026

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).