Alexios/Player Guide: Difference between revisions

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Updated to new tabular format for easier reference during gameplay
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 ==
== 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, Support Healer


'''Core Strengths:'''
'''Core Strengths:'''
* Highest AC in party (AC 22) - incredibly hard to hit
* Heavy radiant/fire AoE — Spirit Guardians, Fireball, Wall of Fire, Daylight, Radiance of the Dawn
* Devastating burst damage with Divine Smite
* Strong control — Hold Person, Banishment, Command, Blindness/Deafness, Web (item)
* Aura of Protection provides +3 bonus to all saves for nearby allies
* Reliable healing — Healing Word, Lesser Restoration, Revivify, Battle Medic
* Can heal allies with Lay on Hands (35 HP pool)
* Party protection — Warding Flare, Bless, Bane, high AC, and a commanding presence (CHA 20)
* Mix of defensive tanking and offensive power
* Tough and hard to drop — 75 HP, AC 21, resistance to '''Cold''' and '''Poison''', advantage on poison saves
* Excellent saving throws across the board


'''Core Stats:'''
'''Core Stats:'''
* '''AC:''' 22 (Heavy Armor + Shield + Fighting Style)
* '''AC:''' 21
* '''HP:''' 74 (Max) - Second highest in party
* '''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 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
'''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.


=== Weapon Attacks ===
=== Weapon Attacks ===
{| class="wikitable"
{| class="wikitable"
! Weapon !! Attack Bonus !! Damage (Avg) !! Damage Roll !! Damage Type !! Range !! Properties !! Notes
! Weapon !! Attack Bonus !! Damage !! Type !! Range !! Notes
|-
|-
| '''Battleaxe, +1''' || +9 || 12 || 1d8+6 slashing || Slashing || Melee || Versatile (1d10), Topple || Can use 2-handed for 1d10+6
| '''Spider Staff''' (Legacy) || +4 || 1d6+1 (1d8+1 versatile) +1d6 || Bludgeoning || 5 ft || Topple; 10/10 charges. Can cast Spider Climb & Web from it.
|-
|-
| '''Battleaxe, +1 (2-handed)''' || +9 || 13 || 1d10+6 slashing || Slashing || Melee || Versatile, Topple || No shield when 2-handing
| '''Warhammer, +1''' || +5 || 1d8+2 (1d10+2 versatile) || Bludgeoning || 5 ft || Push.
|-
|-
| '''Greataxe, +1''' || +9 || 13 || 1d12+6 slashing || Slashing || Melee || Heavy, Two-Handed, Cleave || Best for crits, no shield
| '''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:
{| class="wikitable"
! Option !! Effect !! When to Use
|-
|-
| '''Lance, +1''' || +9 || 12 || 1d10+6 piercing || Piercing || 10 ft || Reach, Topple, Heavy, Two-Handed || Requires mount or 2 hands
| '''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.
|-
|-
| '''Corpse Slayer Spear''' || +8 || 11 || 1d6+5 piercing || Piercing || 20/60 ft || Thrown, Versatile, Sap || Ranged option
| '''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.
|-
|-
| '''Glimmering Moonbow''' || +5 || 7 + 11 radiant || 1d8+2 + 3d6 radiant || Piercing/Radiant || 150/600 ft || Uses charges, Slow || 1 charge per shot
| '''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).
|-
|-
| '''Adamantine Dagger''' || +8 || 9 || 1d4+5 piercing || Piercing || 20/60 ft || Finesse, Light, Thrown, Nick || Bypass resistance
| '''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.
|}
|}


=== Divine Smite (Your Nova Ability) ===
=== Offensive Spells (By Category) ===
 
'''Cantrips (always available):'''
'''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!)
 
{| class="wikitable"
{| class="wikitable"
! Spell Slot Level !! Smite Damage (Normal) !! Smite Damage (vs Undead/Fiends) !! Avg Damage !! Avg vs Undead/Fiends
! Cantrip !! Effect !! Save/Attack
|-
| '''Toll the Dead''' || 1d8 necrotic (1d12 if the target is already hurt); scales at higher levels. || DC 16 WIS
|-
|-
| '''1st-level''' || 2d8 radiant || 3d8 radiant || 9 || 14
| '''Word of Radiance''' || 2d6 radiant to all enemies within 5 ft of you. || DC 16 CON
|-
|-
| '''2nd-level''' || 3d8 radiant || 4d8 radiant || 14 || 18
| '''Guidance''' / '''Spare the Dying''' || Support cantrips: Guidance gives +1d4 to a check; Spare the Dying stabilizes a dying ally. ||
|}
|}


'''Critical Hit Smite Damage:'''
'''Damage Spells:'''
{| class="wikitable"
{| class="wikitable"
! Spell Slot !! Normal Crit Smite !! Crit vs Undead/Fiends !! Total Damage with Battleaxe Crit
! Spell !! Lvl !! Effect !! Save/Attack
|-
|-
| '''1st-level''' || 4d8 || 6d8 || 2d8+6 weapon + 4d8 smite = ~31 damage
| '''Guiding Bolt''' || 1st || 4d6 radiant (+1d6/slot); next attack vs. target has advantage. || +8 attack
|-
|-
| '''2nd-level''' || 6d8 || 8d8 || 2d8+6 weapon + 6d8 smite = ~40 damage
| '''Fireball''' || 3rd || 8d6 fire in a 20-ft radius (+1d6/slot). || DC 16 DEX
|}
 
=== Offensive Abilities ===
 
{| class="wikitable"
! 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
| '''Scorching Ray''' || 2nd || Three rays, 2d6 fire each (+1 ray/slot). || +8 attack
|-
|-
| '''Vow of Enmity''' || Gain advantage on all attacks vs one creature || 1 Channel Divinity || 1 minute || Against bosses or high-priority targets
| '''Spirit Guardians''' || 3rd || 3d8 radiant aura (15 ft) that also slows enemies; concentration. || DC 16 WIS
|-
|-
| '''Savage Attacker''' || Reroll weapon damage dice, use either roll || Once per turn || Instant || On hits that matter (smites, crits, high damage rolls)
| '''Wall of Fire''' || 4th || 5d8 fire wall; zoning + sustained damage. || DC 16 DEX
|-
|-
| '''Extra Attack''' || Attack twice when you take Attack action || Always active || - || Remember your second attack!
| '''Laeral's Silver Lance''' || 3rd || 3d10 line damage (+1d10/slot). || DC 16 STR
|-
|-
| '''Polearm Master''' || Bonus action attack with lance/spear (1d4+5) || Bonus action || - || When not using other bonus actions
| '''Burning Hands''' || 1st || 3d6 fire cone (+1d6/slot). || DC 16 DEX
|-
|-
| '''Abjure Enemy''' || Frighten one creature (fiends/undead get speed 0) || 1 Channel Divinity || 1 minute || Lock down dangerous enemies or spellcasters
| '''Dissonant Whispers''' || 1st (Fey Touched, 1/LR free) || 3d6 psychic and the target must flee. || DC 16 WIS
|}
|}


=== Offensive Spells (By Category) ===
'''Control / Debuff Spells:'''
 
'''Damage Spells:'''
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Casting Time !! Target !! Damage/Effect !! Save/Attack !! Concentration !! When to Use
! Spell !! Lvl !! Effect !! Save
|-
|-
| '''Toll the Dead''' || Cantrip || 1 Action || 60 ft creature || 1d12 necrotic (2d12 if wounded) || WIS 14 || No || Ranged damage when you can't melee
| '''Hold Person''' || 2nd (item) || Paralyze a humanoid — melee auto-crits. || DC 16 WIS
|-
|-
| '''Guiding Bolt''' || 1st || 1 Action || 120 ft || 4d6 radiant || Attack +6 || No || Ranged damage + next attack has advantage
| '''Banishment''' || 4th || Remove a creature for 1 min (or for good if extraplanar). || DC 16 CHA
|-
|-
| '''Burning Hands''' || 1st || 1 Action || 15 ft cone || 3d6 fire || DEX 14 || No || Hit multiple enemies in melee
| '''Command''' || 1st || One-word command (Flee, Grovel, Drop, Halt). || DC 16 WIS
|-
|-
| '''Scorching Ray''' || 2nd || 1 Action || 120 ft || 2d6 fire (3 rays) || Attack +6 || No || Multiple attacks at range
| '''Blindness/Deafness''' || 2nd || Blind a target (no concentration). || DC 16 CON
|-
|-
| '''Orb of Dragon's Breath''' || 6th || 1 Action || 90 ft || Varies || Attack +6 || No || 1 charge from Gem, save for emergencies
| '''Faerie Fire''' || 1st || Outline foes: advantage to hit them, reveals invisible. || DC 16 DEX
|}
 
'''Control/Debuff Spells:'''
{| class="wikitable"
! 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 (also a Reaction) || Up to 3 foes take −1d4 to attacks & saves. || DC 16 CHA
|-
|-
| '''Bane''' || 1st || 1 Action || 30 ft (3 targets) || -1d4 to attacks and saves || CHA 14 || Yes (1 min) || Debuff multiple enemies (opposite of Bless)
| '''Bestow Curse''' || 3rd (item) || Stacking debuff on a key target. || DC 16 WIS
|-
|-
| '''Hold Person''' || 2nd || 1 Action || 60 ft || Target paralyzed || WIS 14 || Yes (1 min) || Lock down humanoid enemies
| '''Web''' || 2nd (Spider Staff) || Restrain in a 20-ft cube. || DC 15 DEX
|-
|-
| '''Infernal Challenge''' || 2nd || 1 Bonus Action || 30 ft || Target disadvantage vs others || CHA 14 || No || Force enemy to focus on you
| '''Ray of Sickness''' || 1st (item) || 2d8 poison + possible poisoned. || +8 attack
|}
|}


'''Support/Healing Spells:'''
'''Support / Healing Spells:'''
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Casting Time !! Target !! Effect !! Save !! Concentration !! When to Use
! Spell !! Lvl !! Effect
|-
|-
| '''Guidance''' || Cantrip || 1 Action || Touch || +1d4 to one ability check || None || Yes (1 min) || Before skill checks, saves, or ability checks
| '''Healing Word''' || 1st (Bonus Action) || Heal 2d4+5 at range; great for picking up a downed ally without losing your action.
|-
|-
| '''Bless''' || 1st || 1 Action || 30 ft (3 allies) || +1d4 to attacks and saves || None || Yes (1 min) || Start of combat to boost entire party
| '''Bless''' || 1st || Up to 3 allies gain +1d4 to attacks & saves (concentration).
|-
|-
| '''Cure Wounds''' || 1st || 1 Action || Touch || Heal 1d8+3 HP || None || No || Emergency healing mid-combat
| '''Lesser Restoration''' || 2nd (Bonus Action) || End blinded/deafened/paralyzed/poisoned or a disease on an ally.
|-
|-
| '''Shield of Faith''' || 1st || 1 Bonus Action || 60 ft ally || +2 AC || None || Yes (10 min) || Buff ally before or during combat
| '''Revivify''' || 3rd || Bring back an ally dead < 1 min (costs 300 gp diamond).
|-
|-
| '''Shield of Faith (Reaction)''' || 1st || 1 Reaction || 60 ft ally || +2 AC || None || Yes (10 min) || Cast as reaction to enemy attack
| '''Battle Medic''' || Feature || Spend a Healer's Kit use; an ally spends a Hit Die and heals the roll +3.
|}
|}


'''Utility Spells:'''
'''Utility Spells:'''
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Casting Time !! Range !! Effect !! Duration !! When to Use
! 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.
|-
|-
| '''Misty Step''' || 2nd (Always Prepared) || 1 Bonus Action || Self || Teleport 30 ft || Instant || Escape grapples, reposition quickly
| '''Dispel Magic''' || 3rd || End ongoing magical effects.
|-
|-
| '''Find Steed''' || 2nd (Always Prepared, 1/LR) || 1 Action || 30 ft || Summon celestial mount || Until dismissed || Travel, mounted combat
| '''See Invisibility''' || 2nd || See invisible & ethereal creatures.
|-
|-
| '''Hunter's Mark''' || 1st (Always Prepared) || 1 Bonus Action || 90 ft || +1d6 damage per hit || 1 hour (conc) || Extended combat vs single target
| '''Arcane Eye''' || 4th || Invisible flying scout-eye.
|-
|-
| '''Revivify''' || 3rd (Gauntlet) || 1 Action || Touch || Restore dead ally (within 1 min) || Instant || 1 charge - emergency only
| '''Spider Climb''' || 2nd (Spider Staff) || Walk walls & ceilings.
|-
|-
| '''Dimension Door''' || 4th (Jaunty Boots) || 1 Action || 500 ft || Teleport self + 1 ally || Instant || Escape, reach distant location
| '''Dimension Door''' || 4th (Jaunty Boots, 3 charges) || Teleport self + 1 ally up to 500 ft.
|}
|}


=== Defensive Abilities ===
=== Defensive Abilities ===
{| class="wikitable"
{| class="wikitable"
! Ability !! Effect !! Resource Cost !! Range !! When to Use
! Ability !! Effect !! Cost
|-
|-
| '''Aura of Protection''' || You and allies within 10 ft gain +3 to all saves || Always active || 10 ft || Position near allies for maximum benefit
| '''Warding Flare''' || Reaction: impose disadvantage on an attacker within 30 ft, and grant the target 2d6−1 temp HP. || 1/short or long rest
|-
|-
| '''Lay on Hands: Heal''' || Restore HP to touched creature || HP from 35 HP pool || Touch || Heal allies or self (1 bonus action)
| '''AC 21''' || Hard to hit; stand in front of squishier allies. || Always on
|-
|-
| '''Lay on Hands: Purify''' || Remove Poisoned condition || 5 HP from pool || Touch || Cure poison (1 bonus action)
| '''Resistance: Cold & Poison''' || Half damage from cold and poison; advantage on poison saves. || Always on
|-
|-
| '''Shield of Faith''' || Grant ally +2 AC for 10 minutes || 1st-level spell slot || 60 ft || Before combat or as reaction to attacks
| '''Ring of Evasion''' || Turn a failed DEX save into a success. || 3 charges
|-
|-
| '''AC 22''' || Incredibly hard to hit || Always active || Self || Position in front of squishies
| '''Ring of Cold Resistance''' || Resistance to cold. || Always on (while worn)
|-
|-
| '''Relentless Avenger''' || Reduce enemy speed to 0, move up to half speed || Reaction (opportunity attack) || 5 ft || Lock down fleeing enemies
| '''Bless / Bane''' || Buff allies (+1d4) or weaken foes (−1d4 to attacks & saves) to swing the whole fight. || Spell slots
|}
|}


=== Bonus Actions ===
=== 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 ===
{| class="wikitable"
{| class="wikitable"
! Ability !! Effect !! Resource Cost !! Notes
! Reaction !! Trigger !! Effect
|-
| '''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
| '''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).
|-
|-
| '''Infernal Challenge''' || Target has disadvantage on attacks vs others || 2nd-level spell slot || Tank ability
| '''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).
|}
 
=== Reactions ===
 
{| class="wikitable"
! Reaction !! Trigger !! Effect !! Resource Cost !! Range !! Notes
|-
|-
| '''Opportunity Attack''' || Enemy leaves reach without Disengaging || Make melee weapon attack || None || 5 ft || Standard reaction
| '''Bane (Reaction)''' || As foes commit to a turn || Drop Bane on up to 3 of them (−1d4 attacks & saves).
|-
|-
| '''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
| '''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.
|-
|-
| '''Shield of Faith (Reaction)''' || Ally about to be attacked || Grant +2 AC (concentration 10 min) || 1st-level spell slot || 60 ft || Defensive reaction
| '''Opportunity Attack''' || Enemy leaves your reach || Standard melee attack (or use Reactive Spell instead).
|-
| '''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) ===
=== 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.
{| class="wikitable"
* '''Channel Divinity:''' 3 uses/long rest (regain 1 on a short rest).
! Ability !! Effect !! Notes
* '''Darkvision 60 ft.'''
|-
* '''Resistance to Cold & Poison'''; advantage on Poison saves.
| '''Aura of Protection (10 ft)''' || You and allies within 10 ft gain +3 to all saving throws || Position near allies in combat
* '''Concentration:''' advantage on CON saves to maintain concentration — lean into your concentration spells (Spirit Guardians, Bless, Banishment).
|-
| '''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 ==
== SOCIAL SITUATIONS ==
With '''CHA 20''', Alexios is now the party's '''face'''. Lean into this hard.


=== Skill Bonuses ===
=== Skill Bonuses ===
{| class="wikitable"
{| class="wikitable"
! Skill !! Bonus !! Notes
! Skill !! Bonus !! Notes
|-
|-
| '''Athletics (STR)''' || +8 || Climb, swim, grapple, shove - best in party
| '''Persuasion (CHA)''' || +8 || Best in party — your go-to for diplomacy & negotiation.
|-
|-
| '''Intimidation (CHA)''' || +6 || Threats, commanding presence
| '''Deception (CHA)''' || +5 || Lies and misdirection.
|-
|-
| '''Persuasion (CHA)''' || +6 || Diplomacy, negotiation, leadership
| '''Intimidation (CHA)''' || +5 || Threats and commanding presence.
|-
|-
| '''Deception (CHA)''' || +6 || Lies and misdirection
| '''Performance (CHA)''' || +5 || Oratory, inspiring speeches.
|-
|-
| '''Animal Handling (WIS)''' || +3 || Control mounts, calm animals
| '''Insight (WIS)''' || +2 || Read intentions.
|-
|-
| '''Insight (WIS)''' || +3 || Read intentions and emotions
| '''Medicine (WIS)''' || +2 || First aid, diagnose.
|-
|-
| '''Perception (WIS)''' || +3 || Spot hidden things
| '''Religion (INT)''' || +2 || Gods, cults, undead lore.
|-
|-
| '''Religion (INT)''' || +2 || Knowledge of gods and religious practices
| '''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


=== Social Features ===
=== Social Features ===
* '''Divine Sense:''' Detect if someone is a celestial, fiend, or undead
* '''Commanding faith:''' Your devotion to Athena lends authority in matters of strategy, justice, and war.
* '''Commanding Presence:''' Your oath gives you authority when dealing with evil
* '''Suggestion via Command:''' a quick DC 16 Command can end a tense standoff.
* '''Soldier Background:''' Military rank and recognition from soldiers
* '''Healer's reputation:''' the ability to cure, restore, and even revive earns trust and leverage.
* '''Devoted to Athena:''' Wisdom, strategy, and righteous warfare
* '''Oath of Vengeance:''' Relentless pursuit of evildoers - intimidating


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


== EXPLORATION ==
== EXPLORATION ==
=== Movement & Senses ===
=== Movement & Senses ===
* '''Walking Speed:''' 30 ft
* Walking Speed: 25 ft | Darkvision: 60 ft
* '''Darkvision:''' 60 ft
* '''Dimension Door''' (Jaunty Boots): teleport 500 ft, self + 1 ally (3 charges)
* '''Mounted Speed:''' Varies by mount (Find Steed)
* '''Misty Step''': 30-ft bonus-action teleport
* '''Spider Climb''' (Spider Staff): walls & ceilings


=== Useful Exploration Abilities ===
=== Useful Exploration Abilities ===
* '''Divine Sense:''' Detect celestials, fiends, undead, and consecrated/desecrated places within 60 ft
* '''Arcane Eye''' — scout ahead invisibly
* '''Find Steed:''' Summon loyal celestial mount for travel (1/Long Rest, always prepared)
* '''See Invisibility''' — reveal hidden threats
* '''Dimension Door:''' Teleport up to 500 ft (3 charges from Jaunty Boots)
* '''Daylight''' — light a large area, counter magical darkness
* '''Lay on Hands:''' Heal injuries and cure diseases/poison
* '''Dispel Magic''' — remove magical barriers/effects
* '''Athletics +8:''' Best climber and swimmer in party
* '''Web''' (Spider Staff) — bridge gaps, restrain, block passages
* '''Darkvision 60 ft:''' Navigate in darkness
* '''Detection of undead/fiends''' via Turn Undead and radiant magic


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


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==
{| class="wikitable"
{| class="wikitable"
! Resource !! Total !! Recharges !! Current Status
! Resource !! Total !! Recharge !! Notes
|-
|-
| '''Hit Dice (d10)''' || 7 || Long Rest || Track usage
| Spell Slots (1st) || 4 || Long Rest || Bless, Bane, Guiding Bolt, Healing Word, Command, Faerie Fire
|-
|-
| '''Lay on Hands HP Pool''' || 35 HP || Long Rest || Can heal or spend 5 HP to cure poison
| Spell Slots (2nd) || 3 || Long Rest || Hold Person, Scorching Ray, Misty Step, Blindness/Deafness, Lesser Restoration
|-
|-
| '''Channel Divinity''' || 2 uses || Long Rest (regain 1 on Short Rest) || Vow of Enmity or Abjure Enemy
| Spell Slots (3rd) || 3 || Long Rest || Spirit Guardians, Fireball, Revivify, Dispel Magic, Daylight
|-
|-
| '''Spell Slots (1st-level)''' || 4 || Long Rest || Bless, Shield of Faith, Command, Cure Wounds
| Spell Slots (4th) || 2 || Long Rest || Banishment, Wall of Fire, Arcane Eye (also upcast lower spells)
|-
|-
| '''Spell Slots (2nd-level)''' || 3 || Long Rest || Hold Person, Scorching Ray, Misty Step, Infernal Challenge
| 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 || Uses spell slots - track carefully
| Warding Flare || 1 || Short or Long Rest || Reaction defense
|-
|-
| '''Savage Attacker''' || Once per turn || Always available || Reroll weapon damage once per turn
| Battlefield Command || 1 || Long Rest || Reposition a creature 15 ft
|-
|-
| '''Extra Attack''' || Always active || - || Remember to attack twice
| Athena's Sight (Initiative advantage) || 1 || Long Rest || Announce before rolling
|-
|-
| '''Aura of Protection''' || Always active || - || Position within 10 ft of allies
| Hit Dice (d8) || 8 || Long Rest || Self-healing on rests
|-
|-
| '''Devout of Athena - Acolyte''' || 1 use (Advantage on Initiative) || Long Rest || Announce before rolling
| Ring of Evasion || 3 charges || || Turn a failed DEX save into a success
|-
|-
| '''Battlefield Command''' || 3 uses || Long Rest || Reposition creatures tactically
| Jaunty Boots (Dimension Door) || 3 charges || || 500-ft teleport
|-
|-
| '''Find Steed''' || 1 use || Long Rest || Summon mount (always prepared)
| Spider Staff || 10 charges || || Spider Climb (1), Web (2)
|-
|-
| '''Jaunty Boots (Dimension Door)''' || 3 charges || Unknown || Teleport 500 ft
| The Apostate's Rosary || 5 charges || || Ray of Sickness, Hold Person (2), Bestow Curse (3)
|-
|-
| '''Gauntlet of Gemforged Will''' || Multiple charges || Unknown || Revivify, Circle of Power, etc.
| Gauntlet of Gemforged Will || 1+ charge || || Revivify and other emergency magic
|-
|-
| '''Gem of Dragon's Breath''' || 2 charges remaining || Unknown || Orb of Dragon's Breath spell
| Potion of Healing || 1 || || Emergency self-heal
|}
|}


== COMMON TACTICS ==
== COMMON TACTICS ==
=== Opening Combat (Turn 1) ===
=== 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.


'''Standard Opening Sequence:'''
=== During Combat - Controller / Damage ===
1. '''Bonus Action:''' Cast Shield of Faith on yourself or ally tank OR activate Vow of Enmity on priority target
* '''Spirit Guardians''' is your engine — keep concentration up (you have advantage on those saves) and move through enemies to tag them.
2. '''Movement:''' Position within 10 ft of allies (Aura of Protection)
* '''Fireball / Wall of Fire''' when foes bunch up; '''Scorching Ray / Guiding Bolt''' for single targets.
3. '''Action:''' Attack twice with Battleaxe +1 (Extra Attack)
* '''Radiance of the Dawn''' (Channel Divinity) is a no-slot 2d10+8 AoE — huge value against clusters and undead.
4. '''Decide:''' Save Divine Smite for when you crit or hit high-priority target
* '''Hold Person / Banishment / Command''' to neutralize a dangerous single foe.
 
'''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 ===
=== Boss Fight Tactics ===
 
1. Open with '''Banishment''' (DC 16 CHA) or '''Hold Person''' to remove/neutralize the boss or its lieutenant.
'''Fighting a Single Big Enemy:'''
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.
1. '''Turn 1:''' Vow of Enmity (bonus action) + Attack twice with advantage
4. Hold '''Warding Flare''' to blunt the boss's biggest attack; '''Battlefield Command''' to drag it off a downed ally.
  * 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 ===
=== 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.


'''Fighting Multiple Enemies:'''
=== Vs. Undead (Common in This Campaign) ===
 
* '''Turn Undead''' + '''Sear Undead''' scatters and damages undead packs.
1. '''Turn 1: Bless the Party:'''
* '''Radiance of the Dawn''' and any radiant spell shine here; '''Daylight''' counters their darkness.
  * 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 ===
=== Resource Conservation ===
 
* Use '''Channel Divinity''' (Radiance of the Dawn) for AoE before spending slots.
'''Managing Your Resources:'''
* 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.
'''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 ==
== QUICK REFERENCE ==
=== Combat Priority Checklist ===
=== Combat Priority Checklist ===
 
1. □ Is my concentration spell up (Spirit Guardians / Bless / Banishment)?
'''Start of Your Turn:'''
2. □ Are enemies clustered? → Fireball, Radiance of the Dawn, Wall of Fire.
1. □ Am I within 10 ft of allies? (Aura of Protection)
3. □ Single dangerous foe? → Hold Person, Banishment, Command, Guiding Bolt.
2. □ Do I have Vow of Enmity active on priority target?
4. □ Anyone hurt/down? → Healing Word (bonus action), Lesser Restoration, Divine Spark heal.
3. □ Should I use bonus action? (Shield of Faith, Vow of Enmity, Lay on Hands, Polearm attack)
5. □ Reaction ready? → Warding Flare / Bane / Reactive Spell / Battlefield Command.
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 ===
=== Key Numbers to Remember ===
 
* '''Spell Save DC 16''' | '''Spell Attack +8''' | Casting stat CHA (+5)
'''Attack Bonuses:'''
* '''AC 21''' | '''HP 75''' | Speed 25 ft | Initiative +0 (advantage available)
* Battleaxe +1: +9 to hit (1d8+6 or 1d10+6 two-handed)
* '''Channel Divinity:''' Radiance of the Dawn = 2d10+8 radiant, DC 16 CON, 30-ft burst
* Greataxe +1: +9 to hit (1d12+6)
* '''Resistances:''' Cold, Poison (advantage on Poison saves)
* Lance +1: +9 to hit (1d10+6, reach)
* '''Saves:''' WIS +6, CHA +8 (others low — stay out of the line of fire for DEX/STR saves; Ring of Evasion helps DEX)
 
'''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 ===
=== 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.


'''Top 3 Damage Combinations (Single Target):'''
=== 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).
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:'''
=== Status Conditions You Can Inflict ===
  * Bonus Action: Hunter's Mark (1st-level, +1d6 per hit, 1 hour concentration)
* '''Paralyzed''' (Hold Person) — melee auto-crits | '''Banished''' (Banishment) | '''Blinded''' (Blindness/Deafness, Faerie Fire reveals) | '''Frightened''' (Turn Undead, Dissonant Whispers) | '''Prone''' (Command/Topple) | '''Restrained''' (Web).
  * 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 ===
=== 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.
1. '''You Attack TWICE Per Turn:''' Extra Attack - don't forget your second 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).
2. '''Divine Smite After You Hit:''' Never wasted on a miss - decide after you know you hit
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.
3. '''Aura of Protection is Always On:''' Position within 10 ft of allies for +3 to their saves
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.
4. '''Channel Divinity is Powerful:''' 2 uses per long rest (regain 1 on short rest) - don't hoard!
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.
5. '''Vow of Enmity = Advantage:''' Use on bosses and high-priority targets for 1 minute of advantage
10. '''Revivify''' (spell or Gauntlet) — you are the party's safety net against death.
 
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 ===
=== 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).


1. '''Forgetting Extra Attack:''' You get TWO attacks per Attack action - use them both!
[[Category:Player Characters]]
 
[[Category:Player Guides]]
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)
 
[[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).