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''This is a beginner-friendly guide for playing Alexios. For full character details, see [[Alexios]].''
= 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 ==
== Overview ==
'''Role in the Party:''' Battlefield Controller, Radiant Damage Dealer, Healer & Support, Secondary Front-Liner


'''Role in the Party:''' Front-line Tank & Burst Damage Dealer
'''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)'''


'''Core Strengths:'''
'''Spellcasting:''' Your divine magic keys off '''Charisma'''. '''Spell Save DC 16''', '''Spell Attack +8''', spellcasting modifier '''+5'''.
* High armor class (AC 18) - hard to hit
* Devastating melee damage with Divine Smite
* Can heal allies with Lay on Hands
* Protects party with Aura of Protection (bonus to all saves)
* Mix of combat power and supportive magic


'''Key Stats to Know:'''
'''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'''.
* '''AC:''' 18 (very hard to hit)
* '''HP:''' ~56 (can take a beating)
* '''Spell Save DC:''' 14 (enemies roll vs this for your spells)
* '''Spell Attack Bonus:''' +6 (when you need to roll to hit with spells)
* '''Spell Slots:''' 4 first-level, 3 second-level (recharge on long rest)


== 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.


=== Your Turn (Main Action) ===
=== Weapon Attacks ===
{| class="wikitable"
! 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.''


'''1. Melee Weapon Attack'''
=== Channel Divinity (Your Signature Resource) ===
* '''Longsword (one hand):''' +6 to hit, 1d8+3 slashing damage
You have '''3 uses per long rest''' (regain 1 on a short rest). Options:
* '''Longsword (two hands):''' +6 to hit, 1d10+3 slashing damage
{| class="wikitable"
* '''Javelin (thrown):''' +6 to hit, 1d6+3 piercing damage (30/120 ft range)
! 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.
|}


'''2. Divine Smite (THE BIG ONE)'''
=== Offensive Spells (By Category) ===
* When you hit with a melee weapon, you can spend a spell slot to add radiant damage
'''Cantrips (always available):'''
* '''1st-level slot:''' +2d8 radiant damage (3d8 against undead/fiends)
{| class="wikitable"
* '''2nd-level slot:''' +3d8 radiant damage (4d8 against undead/fiends)
! Cantrip !! Effect !! Save/Attack
* '''Use this when:''' You crit, fighting a boss, or need to finish something NOW
|-
| '''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. || —
|}


'''3. Cast a Spell'''
'''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
|}


'''Offensive Spells:'''
'''Control / Debuff Spells:'''
* '''Wrathful Smite''' (1st, bonus action) - Next attack deals +1d6 psychic and frightens target
{| class="wikitable"
* '''Thunderous Smite''' (1st, bonus action) - Next attack deals +2d6 thunder and pushes target
! Spell !! Lvl !! Effect !! Save
* '''Branding Smite''' (2nd, bonus action) - Next attack deals +2d6 radiant, target glows (can't turn invisible)
|-
* '''Magic Weapon''' (2nd) - Make a weapon +1 to hit and damage for 1 hour
| '''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 Spells:'''
'''Support / Healing Spells:'''
* '''Bless''' (1st) - 3 allies add 1d4 to attacks and saves for 1 minute
{| class="wikitable"
* '''Protection from Evil and Good''' (1st) - Protect an ally from fiends, undead, etc.
! Spell !! Lvl !! Effect
* '''Lesser Restoration''' (2nd) - Cure disease or one condition (blinded, deafened, paralyzed, poisoned)
|-
* '''Zone of Truth''' (2nd) - Creatures in 15-ft radius can't lie
| '''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.
|}


'''4. Channel Divinity (1/rest)'''
'''Utility Spells:'''
* '''Abjure Enemy:''' Make one enemy frightened for 1 minute (or speed 0 if fiend/undead)
{| class="wikitable"
* '''Vow of Enmity:''' Gain advantage on attacks against one enemy for 1 minute (VERY GOOD)
! 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.
|}


'''5. Lay on Hands'''
=== Defensive Abilities ===
* Heal someone (or yourself) for up to 35 HP total per long rest
{| class="wikitable"
* Can spend 5 HP to cure one disease or poison instead
! 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 ===
=== Bonus Actions ===
* Cast certain spells (Wrathful Smite, Thunderous Smite, Branding Smite)
* '''Healing Word''' — heal a downed ally at range while still acting.
* Use Lay on Hands (if DM allows as bonus action)
* '''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 ===
=== Reactions ===
* '''Opportunity Attack:''' When enemy leaves your reach without Disengaging
{| class="wikitable"
* '''Hellish Rebuke''' (once per long rest, racial): When damaged, deal 2d10 fire damage to attacker
! 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) ===
=== Passive Abilities (Always On) ===
* '''Aura of Protection:''' All allies within 10 feet add +3 to saving throws
* '''Athena's Sight:''' Advantage on Initiative once per long rest (announce before rolling). The '''Sentinel Shield''' also grants advantage on Initiative and Perception checks.
* '''Divine Sense:''' Detect celestials, fiends, and undead within 60 feet (3/long rest)
* '''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 - How Can I Interact? ==
== SOCIAL SITUATIONS ==
With '''CHA 20''', Alexios is now the party's '''face'''. Lean into this hard.


'''Skill Proficiencies:'''
=== Skill Bonuses ===
* '''Intimidation:''' +6 (great for threats and commanding presence)
{| class="wikitable"
* '''Persuasion:''' +6 (great for diplomacy and negotiation)
! Skill !! Bonus !! Notes
* '''Athletics:''' +6 (climbing, swimming, grappling, pushing)
|-
* '''Religion:''' +3 (knowledge of gods and religious practices)
| '''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.
|}


'''Special Abilities:'''
=== Passive Scores ===
* '''Zone of Truth:''' Force honesty in interrogations (2nd-level spell)
* Passive Perception: '''14''' | Passive Insight: '''12''' | Passive Investigation: '''9'''
* '''Divine Sense:''' Detect if someone is a fiend, celestial, or undead
* '''Commanding Presence:''' Your oath gives you authority when dealing with evil


'''Roleplay Strengths:'''
=== Senses ===
* Natural leader and voice of justice
* Darkvision: 60 ft
* Can be intimidating when needed
* Devoted to Athena - wisdom and strategic warfare
* Seeks vengeance against evildoers


== EXPLORATION - How Can I Help Outside Combat? ==
=== 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.


'''Skills for Exploration:'''
=== Languages ===
* '''Perception:''' +2 (passive 12) - spotting hidden things
* Common, Dwarvish
* '''Investigation:''' +0 (passive 10) - searching and analyzing
* '''Athletics:''' +6 - climbing, jumping, swimming


'''Spells Useful Outside Combat:'''
== EXPLORATION ==
* '''Detect Magic''' (ritual) - See magical auras within 30 feet
=== Movement & Senses ===
* '''Detect Poison and Disease''' - Identify poisons and diseases nearby
* Walking Speed: 25 ft | Darkvision: 60 ft
* '''Lesser Restoration''' - Cure diseases and certain conditions
* '''Dimension Door''' (Jaunty Boots): teleport 500 ft, self + 1 ally (3 charges)
* '''Find Steed''' (when you learn it at level 9) - Summon a loyal mount
* '''Misty Step''': 30-ft bonus-action teleport
* '''Spider Climb''' (Spider Staff): walls & ceilings


'''Movement:'''
=== Useful Exploration Abilities ===
* '''Speed:''' 30 feet per turn
* '''Arcane Eye''' — scout ahead invisibly
* '''Mounted Combat:''' Proficient with all mounts
* '''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


'''Other Abilities:'''
=== Tools ===
* '''Divine Sense:''' 60-ft radius detection of celestials, fiends, undead (3/long rest)
* Herbalism Kit, Smith's Tools, Forgery Kit (in pack)
* '''Lay on Hands:''' Can cure diseases and poisons


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==
{| class="wikitable"
{| class="wikitable"
! Resource !! Total Available !! Recharges On
! 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
|-
|-
| '''Spell Slots (1st)''' || 4 slots || Long Rest
| Ring of Evasion || 3 charges || — || Turn a failed DEX save into a success
|-
|-
| '''Spell Slots (2nd)''' || 3 slots || Long Rest
| Jaunty Boots (Dimension Door) || 3 charges || — || 500-ft teleport
|-
|-
| '''Lay on Hands''' || 35 HP || Long Rest
| Spider Staff || 10 charges || — || Spider Climb (1), Web (2)
|-
|-
| '''Channel Divinity''' || 1 use || Short or Long Rest
| The Apostate's Rosary || 5 charges || || Ray of Sickness, Hold Person (2), Bestow Curse (3)
|-
|-
| '''Divine Sense''' || 4 uses || Long Rest
| Gauntlet of Gemforged Will || 1+ charge || — || Revivify and other emergency magic
|-
|-
| '''Hellish Rebuke''' || 1 use || Long Rest
| Potion of Healing || 1 || — || Emergency self-heal
|}
|}
'''Important:'''
* Your spell slots fuel BOTH your spells AND Divine Smite
* Divine Smite happens AFTER you hit (never wasted on a miss)
* Aura of Protection is always on - no resource needed


== COMMON TACTICS ==
== 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.


'''1. The Nova Strike (Boss Killer)'''
=== During Combat - Controller / Damage ===
* Use Channel Divinity: Vow of Enmity on the biggest threat
* '''Spirit Guardians''' is your engine — keep concentration up (you have advantage on those saves) and move through enemies to tag them.
* Attack with advantage (from Vow of Enmity)
* '''Fireball / Wall of Fire''' when foes bunch up; '''Scorching Ray / Guiding Bolt''' for single targets.
* When you hit, use Divine Smite with your highest spell slot
* '''Radiance of the Dawn''' (Channel Divinity) is a no-slot 2d10+8 AoE — huge value against clusters and undead.
* On a critical hit, this can deal 50+ damage in one strike
* '''Hold Person / Banishment / Command''' to neutralize a dangerous single foe.


'''2. The Protector (Team Player)'''
=== Boss Fight Tactics ===
* Stand in front of squishy allies
1. Open with '''Banishment''' (DC 16 CHA) or '''Hold Person''' to remove/neutralize the boss or its lieutenant.
* Your Aura of Protection gives everyone +3 to saves within 10 feet
2. Maintain '''Spirit Guardians''' and chip with '''Guiding Bolt''' (gives allies advantage).
* Use Lay on Hands to keep allies up
3. Keep '''Bless''' on your strikers; use '''Bane''' on the boss to tank its accuracy and saves.
* Cast Bless before big fights to help everyone hit
4. Hold '''Warding Flare''' to blunt the boss's biggest attack; '''Battlefield Command''' to drag it off a downed ally.


'''3. The Smite Machine (Sustained Damage)'''
=== Multi-Enemy Tactics ===
* Use bonus action smite spells (Wrathful, Thunderous, Branding)
* Lead with '''Fireball''' or '''Radiance of the Dawn'''; follow with '''Spirit Guardians''' to grind the survivors.
* Attack normally
* '''Web''' (Spider Staff) or '''Wall of Fire''' to split the room and control space.
* Save Divine Smite for when you crit or really need damage
* '''Faerie Fire''' to give the whole party advantage on a clustered group.
* This conserves spell slots while still dealing extra damage


'''4. The Controller (Lockdown)'''
=== Vs. Undead (Common in This Campaign) ===
* Use Channel Divinity: Abjure Enemy on dangerous foes
* '''Turn Undead''' + '''Sear Undead''' scatters and damages undead packs.
* Reduce their speed to 0 (if fiend/undead) or frighten them
* '''Radiance of the Dawn''' and any radiant spell shine here; '''Daylight''' counters their darkness.
* Let allies pile on while they're disabled
* Great for enemy spellcasters


'''5. The Interrogator (Information Gathering)'''
=== Resource Conservation ===
* Cast Zone of Truth before questioning prisoners
* Use '''Channel Divinity''' (Radiance of the Dawn) for AoE before spending slots.
* Use Intimidation (+6) to frighten them into talking
* Item charges (Apostate's Rosary, Spider Staff) cast spells '''without''' slots — use them first.
* Use Divine Sense to detect if they're undead/fiends in disguise
* '''Healing Word''' (bonus action) to pick up downed allies cheaply; save '''Revivify''' for true death.
* Follow up with Persuasion if needed


== 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)
=== 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).


'''On Your Turn, Usually Do One Of These:'''
=== Remember These Critical Things ===
# Attack with longsword + Divine Smite (if it hits)
1. '''You're a caster now, not a smiter''' — most turns you cast a spell, not swing a weapon. No Extra Attack.
# Cast Bless before a big fight
2. '''Spirit Guardians is your bread-and-butter''' — get it up and walk through enemies; you have advantage on concentration saves.
# Use Channel Divinity: Vow of Enmity, then attack with advantage
3. '''Charisma is your power stat''' — DC 16 on all your saves; you're also the party face (Persuasion +8).
# Heal an ally with Lay on Hands
4. '''Channel Divinity 3/rest''' — Radiance of the Dawn is free AoE; don't hoard it.
# Cast a bonus action smite spell, then attack
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.


'''Remember:'''
=== Common Mistakes to Avoid ===
* You can ONLY use Divine Smite on MELEE weapon attacks
1. '''Trying to melee like before''' — your weapon attacks are weak now; cast instead.
* Divine Smite happens AFTER you know you hit
2. '''Forgetting concentration''' — don't stack two concentration spells (Bless vs. Spirit Guardians vs. Banishment).
* Your aura helps everyone - position yourself near allies
3. '''Hoarding Channel Divinity''' — Radiance of the Dawn recharges on rests; spend it.
* You're durable - don't be afraid to take hits for the team
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).


[[Category:Player Resources]]
[[Category:Player Characters]]
[[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).