Alexios/Player Guide: Difference between revisions
Updated guide to match character sheet exactly - removed inaccurate information, added missing abilities |
Updated to new tabular format for easier reference during gameplay |
||
| Line 4: | Line 4: | ||
== Overview == | == Overview == | ||
'''Role in the Party:''' Front-Line Tank, Burst Damage Dealer, Support Healer | |||
'''Core Strengths:''' | |||
* Highest AC in party (AC 22) - incredibly hard to hit | |||
* Devastating burst damage with Divine Smite | |||
* Aura of Protection provides +3 bonus to all saves for nearby allies | |||
* Can heal allies with Lay on Hands (35 HP pool) | |||
* Mix of defensive tanking and offensive power | |||
* Excellent saving throws across the board | |||
'''Core Stats:''' | '''Core Stats:''' | ||
* '''AC:''' 22 (Heavy Armor + Shield) | * '''AC:''' 22 (Heavy Armor + Shield + Fighting Style) | ||
* '''HP:''' 74 (Max) | * '''HP:''' 74 (Max) - Second highest in party | ||
* '''Speed:''' 30 ft | * '''Speed:''' 30 ft | ||
* '''Initiative:''' +2 | * '''Initiative:''' +2 | ||
* '''Proficiency Bonus:''' +3 | * '''Proficiency Bonus:''' +3 | ||
| Line 18: | Line 28: | ||
'''Saving Throws:''' | '''Saving Throws:''' | ||
* Strength: +8 | * Strength: +8 | ||
* Dexterity: +5 (+3 from | * Dexterity: +5 (+3 from Aura) | ||
* Constitution: +7 | * Constitution: +7 | ||
* Intelligence: +2 | * Intelligence: +2 (+3 from Aura) | ||
* Wisdom: +3 (+3 from | * Wisdom: +3 (+3 from Aura) | ||
* Charisma: +6 (+3 from | * Charisma: +6 (+3 from Aura) | ||
''' | '''Note:''' All saves include +3 bonus from your own Aura of Protection | ||
== COMBAT - What Can I Do On My Turn? == | == COMBAT - What Can I Do On My Turn? == | ||
=== Weapon Attacks === | === Weapon Attacks === | ||
= | {| class="wikitable" | ||
! Weapon !! Attack Bonus !! Damage (Avg) !! Damage Roll !! Damage Type !! Range !! Properties !! Notes | |||
|- | |||
| '''Battleaxe, +1''' || +9 || 12 || 1d8+6 slashing || Slashing || Melee || Versatile (1d10), Topple || Can use 2-handed for 1d10+6 | |||
|- | |||
| '''Battleaxe, +1 (2-handed)''' || +9 || 13 || 1d10+6 slashing || Slashing || Melee || Versatile, Topple || No shield when 2-handing | |||
|- | |||
| '''Greataxe, +1''' || +9 || 13 || 1d12+6 slashing || Slashing || Melee || Heavy, Two-Handed, Cleave || Best for crits, no shield | |||
|- | |||
| '''Lance, +1''' || +9 || 12 || 1d10+6 piercing || Piercing || 10 ft || Reach, Topple, Heavy, Two-Handed || Requires mount or 2 hands | |||
|- | |||
| '''Corpse Slayer Spear''' || +8 || 11 || 1d6+5 piercing || Piercing || 20/60 ft || Thrown, Versatile, Sap || Ranged option | |||
|- | |||
| '''Glimmering Moonbow''' || +5 || 7 + 11 radiant || 1d8+2 + 3d6 radiant || Piercing/Radiant || 150/600 ft || Uses charges, Slow || 1 charge per shot | |||
|- | |||
| '''Adamantine Dagger''' || +8 || 9 || 1d4+5 piercing || Piercing || 20/60 ft || Finesse, Light, Thrown, Nick || Bypass resistance | |||
|} | |||
=== | === Divine Smite (Your Nova Ability) === | ||
''' | '''When to Use:''' You hit with a melee weapon attack and want extra damage | ||
'''How it Works:''' After you hit, spend a spell slot to add radiant damage (never wasted on misses!) | |||
= | {| class="wikitable" | ||
! Spell Slot Level !! Smite Damage (Normal) !! Smite Damage (vs Undead/Fiends) !! Avg Damage !! Avg vs Undead/Fiends | |||
|- | |||
| '''1st-level''' || 2d8 radiant || 3d8 radiant || 9 || 14 | |||
|- | |||
| '''2nd-level''' || 3d8 radiant || 4d8 radiant || 14 || 18 | |||
|} | |||
== | '''Critical Hit Smite Damage:''' | ||
{| class="wikitable" | |||
! Spell Slot !! Normal Crit Smite !! Crit vs Undead/Fiends !! Total Damage with Battleaxe Crit | |||
|- | |||
| '''1st-level''' || 4d8 || 6d8 || 2d8+6 weapon + 4d8 smite = ~31 damage | |||
|- | |||
| '''2nd-level''' || 6d8 || 8d8 || 2d8+6 weapon + 6d8 smite = ~40 damage | |||
|} | |||
=== | === Offensive Abilities === | ||
= | {| 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 | |||
|- | |||
| '''Vow of Enmity''' || Gain advantage on all attacks vs one creature || 1 Channel Divinity || 1 minute || Against bosses or high-priority targets | |||
|- | |||
| '''Savage Attacker''' || Reroll weapon damage dice, use either roll || Once per turn || Instant || On hits that matter (smites, crits, high damage rolls) | |||
|- | |||
| '''Extra Attack''' || Attack twice when you take Attack action || Always active || - || Remember your second attack! | |||
|- | |||
| '''Polearm Master''' || Bonus action attack with lance/spear (1d4+5) || Bonus action || - || When not using other bonus actions | |||
|- | |||
| '''Abjure Enemy''' || Frighten one creature (fiends/undead get speed 0) || 1 Channel Divinity || 1 minute || Lock down dangerous enemies or spellcasters | |||
|} | |||
== Spells == | === Offensive Spells (By Category) === | ||
'''Damage Spells:''' | |||
{| class="wikitable" | |||
! Spell !! Level !! Casting Time !! Target !! Damage/Effect !! Save/Attack !! Concentration !! When to Use | |||
|- | |||
| '''Toll the Dead''' || Cantrip || 1 Action || 60 ft creature || 1d12 necrotic (2d12 if wounded) || WIS 14 || No || Ranged damage when you can't melee | |||
|- | |||
| '''Guiding Bolt''' || 1st || 1 Action || 120 ft || 4d6 radiant || Attack +6 || No || Ranged damage + next attack has advantage | |||
|- | |||
| '''Burning Hands''' || 1st || 1 Action || 15 ft cone || 3d6 fire || DEX 14 || No || Hit multiple enemies in melee | |||
|- | |||
| '''Scorching Ray''' || 2nd || 1 Action || 120 ft || 2d6 fire (3 rays) || Attack +6 || No || Multiple attacks at range | |||
|- | |||
| '''Orb of Dragon's Breath''' || 6th || 1 Action || 90 ft || Varies || Attack +6 || No || 1 charge from Gem, save for emergencies | |||
|} | |||
'''Control/Debuff Spells:''' | |||
{| 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 || 1 Action || 30 ft (3 targets) || -1d4 to attacks and saves || CHA 14 || Yes (1 min) || Debuff multiple enemies (opposite of Bless) | |||
|- | |||
| '''Hold Person''' || 2nd || 1 Action || 60 ft || Target paralyzed || WIS 14 || Yes (1 min) || Lock down humanoid enemies | |||
|- | |||
| '''Infernal Challenge''' || 2nd || 1 Bonus Action || 30 ft || Target disadvantage vs others || CHA 14 || No || Force enemy to focus on you | |||
|} | |||
'''Support/Healing Spells:''' | |||
{| class="wikitable" | |||
! Spell !! Level !! Casting Time !! Target !! Effect !! Save !! Concentration !! When to Use | |||
|- | |||
| '''Guidance''' || Cantrip || 1 Action || Touch || +1d4 to one ability check || None || Yes (1 min) || Before skill checks, saves, or ability checks | |||
|- | |||
| '''Bless''' || 1st || 1 Action || 30 ft (3 allies) || +1d4 to attacks and saves || None || Yes (1 min) || Start of combat to boost entire party | |||
|- | |||
| '''Cure Wounds''' || 1st || 1 Action || Touch || Heal 1d8+3 HP || None || No || Emergency healing mid-combat | |||
|- | |||
| '''Shield of Faith''' || 1st || 1 Bonus Action || 60 ft ally || +2 AC || None || Yes (10 min) || Buff ally before or during combat | |||
|- | |||
| '''Shield of Faith (Reaction)''' || 1st || 1 Reaction || 60 ft ally || +2 AC || None || Yes (10 min) || Cast as reaction to enemy attack | |||
|} | |||
= | '''Utility Spells:''' | ||
{| class="wikitable" | |||
! Spell !! Level !! Casting Time !! Range !! Effect !! Duration !! When to Use | |||
|- | |||
| '''Misty Step''' || 2nd (Always Prepared) || 1 Bonus Action || Self || Teleport 30 ft || Instant || Escape grapples, reposition quickly | |||
|- | |||
| '''Find Steed''' || 2nd (Always Prepared, 1/LR) || 1 Action || 30 ft || Summon celestial mount || Until dismissed || Travel, mounted combat | |||
|- | |||
| '''Hunter's Mark''' || 1st (Always Prepared) || 1 Bonus Action || 90 ft || +1d6 damage per hit || 1 hour (conc) || Extended combat vs single target | |||
|- | |||
| '''Revivify''' || 3rd (Gauntlet) || 1 Action || Touch || Restore dead ally (within 1 min) || Instant || 1 charge - emergency only | |||
|- | |||
| '''Dimension Door''' || 4th (Jaunty Boots) || 1 Action || 500 ft || Teleport self + 1 ally || Instant || Escape, reach distant location | |||
|} | |||
=== | === Defensive Abilities === | ||
= | {| class="wikitable" | ||
! Ability !! Effect !! Resource Cost !! Range !! When to Use | |||
|- | |||
| '''Aura of Protection''' || You and allies within 10 ft gain +3 to all saves || Always active || 10 ft || Position near allies for maximum benefit | |||
|- | |||
| '''Lay on Hands: Heal''' || Restore HP to touched creature || HP from 35 HP pool || Touch || Heal allies or self (1 bonus action) | |||
|- | |||
| '''Lay on Hands: Purify''' || Remove Poisoned condition || 5 HP from pool || Touch || Cure poison (1 bonus action) | |||
|- | |||
| '''Shield of Faith''' || Grant ally +2 AC for 10 minutes || 1st-level spell slot || 60 ft || Before combat or as reaction to attacks | |||
|- | |||
| '''AC 22''' || Incredibly hard to hit || Always active || Self || Position in front of squishies | |||
|- | |||
| '''Relentless Avenger''' || Reduce enemy speed to 0, move up to half speed || Reaction (opportunity attack) || 5 ft || Lock down fleeing enemies | |||
|} | |||
=== | === Bonus Actions === | ||
=== | {| class="wikitable" | ||
! Ability !! Effect !! Resource Cost !! Notes | |||
|- | |||
| '''Vow of Enmity''' || Gain advantage on attacks vs one creature for 1 minute || 1 Channel Divinity || Mark priority target at start of combat | |||
|- | |||
| '''Divine Sense''' || Detect celestials, fiends, undead within 60 ft for 10 minutes || 1 Channel Divinity use || Identify hidden threats | |||
|- | |||
| '''Shield of Faith''' || Grant ally +2 AC for 10 minutes (concentration) || 1st-level spell slot || Buff tank or frontliner | |||
|- | |||
| '''Lay on Hands: Heal''' || Restore HP from 35 HP pool || HP from pool || Touch healing | |||
|- | |||
| '''Lay on Hands: Purify''' || Remove Poisoned condition || 5 HP from pool || Cure poison | |||
|- | |||
| '''Polearm Master Attack''' || Make attack with spear/lance butt (1d4+5 damage) || None || Extra damage when using polearm | |||
|- | |||
| '''Misty Step''' || Teleport 30 ft || 2nd-level spell slot || Reposition or escape | |||
|- | |||
| '''Hunter's Mark''' || Mark target for +1d6 damage per hit (1 hour concentration) || 1st-level spell slot || Sustained damage boost | |||
|- | |||
| '''Infernal Challenge''' || Target has disadvantage on attacks vs others || 2nd-level spell slot || Tank ability | |||
|} | |||
=== Reactions === | |||
{| 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 | |||
|- | |||
| '''Relentless Avenger''' || You hit with opportunity attack || Reduce target speed to 0, move up to half your speed || None || 5 ft || Lock down and reposition | |||
|- | |||
| '''Shield of Faith (Reaction)''' || Ally about to be attacked || Grant +2 AC (concentration 10 min) || 1st-level spell slot || 60 ft || Defensive reaction | |||
|- | |||
| '''Battlefield Command''' || Creature makes WIS save within 30 ft || Command that creature to move 15 ft || 3/Long Rest || 30 ft || Reposition allies or enemies strategically | |||
|} | |||
=== Passive Abilities (Always On) === | |||
{| class="wikitable" | |||
! Ability !! Effect !! Notes | |||
|- | |||
| '''Aura of Protection (10 ft)''' || You and allies within 10 ft gain +3 to all saving throws || Position near allies in combat | |||
|- | |||
| '''Extra Attack''' || Attack twice when you take Attack action || Don't forget second attack | |||
|- | |||
| '''Fighting Style: Defense''' || +1 AC while wearing armor || Already included in AC 22 | |||
|- | |||
| '''Polearm Master''' || Opportunity attacks when creatures enter reach with polearms || Applies when wielding spear or lance | |||
|- | |||
| '''Savage Attacker''' || Once per turn, reroll weapon damage dice and use either roll || Increases average damage output | |||
|- | |||
| '''Darkvision''' || See in darkness as dim light up to 60 ft || Half-elf racial | |||
|- | |||
| '''Devout of Athena - Acolyte (Rank 1)''' || Advantage on Initiative rolls once per long rest || Announce before rolling initiative | |||
|- | |||
| '''Weapon Mastery''' || Proficient with special properties of 3 weapon types || Topple, Cleave, Sap currently mastered | |||
|} | |||
== SOCIAL SITUATIONS == | == SOCIAL SITUATIONS == | ||
=== Skill Bonuses === | === Skill Bonuses === | ||
{| class="wikitable" | |||
! Skill !! Bonus !! Notes | |||
|- | |||
| '''Athletics (STR)''' || +8 || Climb, swim, grapple, shove - best in party | |||
|- | |||
| '''Intimidation (CHA)''' || +6 || Threats, commanding presence | |||
|- | |||
| '''Persuasion (CHA)''' || +6 || Diplomacy, negotiation, leadership | |||
|- | |||
| '''Deception (CHA)''' || +6 || Lies and misdirection | |||
|- | |||
| '''Animal Handling (WIS)''' || +3 || Control mounts, calm animals | |||
|- | |||
| '''Insight (WIS)''' || +3 || Read intentions and emotions | |||
|- | |||
| '''Perception (WIS)''' || +3 || Spot hidden things | |||
|- | |||
| '''Religion (INT)''' || +2 || Knowledge of gods and religious practices | |||
|} | |||
=== Passive Scores === | === Passive Scores === | ||
| Line 150: | Line 268: | ||
=== Senses === | === Senses === | ||
* '''Darkvision:''' 60 ft | * '''Darkvision:''' 60 ft | ||
=== Social Features === | === Social Features === | ||
* ''' | * '''Divine Sense:''' Detect if someone is a celestial, fiend, or undead | ||
* ''' | * '''Commanding Presence:''' Your oath gives you authority when dealing with evil | ||
* ''' | * '''Soldier Background:''' Military rank and recognition from soldiers | ||
* '''Devoted to Athena:''' Wisdom, strategy, and righteous warfare | |||
* '''Oath of Vengeance:''' Relentless pursuit of evildoers - intimidating | |||
=== Languages === | === Languages === | ||
* Celestial | * Common, Celestial | ||
== EXPLORATION == | == EXPLORATION == | ||
=== Movement === | === Movement & Senses === | ||
* '''Walking Speed:''' 30 ft | * '''Walking Speed:''' 30 ft | ||
* '''Darkvision:''' 60 ft | |||
* '''Mounted Speed:''' Varies by mount (Find Steed) | |||
=== Useful Abilities | === Useful Exploration Abilities === | ||
* '''Divine Sense:''' Detect celestials, fiends, undead, and consecrated/desecrated places | * '''Divine Sense:''' Detect celestials, fiends, undead, and consecrated/desecrated places within 60 ft | ||
* '''Find Steed:''' Summon mount for travel | * '''Find Steed:''' Summon loyal celestial mount for travel (1/Long Rest, always prepared) | ||
* '''Dimension Door:''' Teleport up to 500 ft | * '''Dimension Door:''' Teleport up to 500 ft (3 charges from Jaunty Boots) | ||
* '''Lay on Hands:''' Heal injuries and cure diseases/poison | |||
* '''Athletics +8:''' Best climber and swimmer in party | |||
* '''Darkvision 60 ft:''' Navigate in darkness | |||
=== Tools === | === Tools === | ||
* '''Playing Card Set:''' Gaming | * '''Playing Card Set:''' Gaming and gambling | ||
== RESOURCE MANAGEMENT == | == RESOURCE MANAGEMENT == | ||
{| class="wikitable" | {| class="wikitable" | ||
! Resource !! Total !! Recharges | ! Resource !! Total !! Recharges !! Current Status | ||
|- | |- | ||
| '''Hit Dice''' || | | '''Hit Dice (d10)''' || 7 || Long Rest || Track usage | ||
|- | |- | ||
| '''Lay | | '''Lay on Hands HP Pool''' || 35 HP || Long Rest || Can heal or spend 5 HP to cure poison | ||
|- | |- | ||
| '''Channel Divinity''' || 2 uses || Long Rest (1 on Short Rest) | | '''Channel Divinity''' || 2 uses || Long Rest (regain 1 on Short Rest) || Vow of Enmity or Abjure Enemy | ||
|- | |- | ||
| '''Spell Slots (1st)''' || 4 || Long Rest | | '''Spell Slots (1st-level)''' || 4 || Long Rest || Bless, Shield of Faith, Command, Cure Wounds | ||
|- | |- | ||
| '''Spell Slots (2nd)''' || 3 || Long Rest | | '''Spell Slots (2nd-level)''' || 3 || Long Rest || Hold Person, Scorching Ray, Misty Step, Infernal Challenge | ||
|- | |- | ||
| '''Divine Smite''' || Per spell slot || Long Rest | | '''Divine Smite''' || Per spell slot || Long Rest || Uses spell slots - track carefully | ||
|- | |- | ||
| ''' | | '''Savage Attacker''' || Once per turn || Always available || Reroll weapon damage once per turn | ||
|- | |- | ||
| ''' | | '''Extra Attack''' || Always active || - || Remember to attack twice | ||
|- | |- | ||
| ''' | | '''Aura of Protection''' || Always active || - || Position within 10 ft of allies | ||
|- | |- | ||
| '''Devout of Athena - | | '''Devout of Athena - Acolyte''' || 1 use (Advantage on Initiative) || Long Rest || Announce before rolling | ||
|- | |- | ||
| '''Battlefield Command''' || 3 uses || Long Rest | | '''Battlefield Command''' || 3 uses || Long Rest || Reposition creatures tactically | ||
|- | |- | ||
| '''Find Steed''' || 1 use || Long Rest | | '''Find Steed''' || 1 use || Long Rest || Summon mount (always prepared) | ||
|- | |- | ||
| '''Jaunty Boots (Dimension Door)''' || 3 charges || Unknown | | '''Jaunty Boots (Dimension Door)''' || 3 charges || Unknown || Teleport 500 ft | ||
|- | |- | ||
| '''Gauntlet of Gemforged Will''' || Multiple | | '''Gauntlet of Gemforged Will''' || Multiple charges || Unknown || Revivify, Circle of Power, etc. | ||
|- | |||
| '''Gem of Dragon's Breath''' || 2 charges remaining || Unknown || Orb of Dragon's Breath spell | |||
|} | |} | ||
== COMMON TACTICS == | |||
=== Opening Combat (Turn 1) === | |||
'''Standard Opening Sequence:''' | |||
1. '''Bonus Action:''' Cast Shield of Faith on yourself or ally tank OR activate Vow of Enmity on priority target | |||
2. '''Movement:''' Position within 10 ft of allies (Aura of Protection) | |||
3. '''Action:''' Attack twice with Battleaxe +1 (Extra Attack) | |||
4. '''Decide:''' Save Divine Smite for when you crit or hit high-priority target | |||
'''Against Boss/High-Priority Target:''' | |||
1. '''Bonus Action:''' Vow of Enmity (advantage on all attacks vs target for 1 minute) | |||
2. '''Action:''' Attack twice with advantage (Extra Attack) | |||
3. '''When you hit:''' Use Divine Smite (2nd-level slot = 3d8 radiant, 4d8 vs undead/fiends) | |||
4. '''If you crit:''' Definitely use Divine Smite - double the damage! | |||
=== During Combat - Tank Role === | |||
'''Your Job: Protect Allies & Deal Damage''' | |||
1. '''Position for Aura:''' Stay within 10 ft of as many allies as possible | |||
* Your Aura of Protection grants +3 to all their saves | |||
* This is HUGE - it applies to Dexterity saves vs fireballs, Wisdom saves vs fear, everything | |||
2. '''Draw Aggro:''' Stand in front of squishies | |||
* Your AC 22 makes you very hard to hit | |||
* You have 74 HP and can heal yourself with Lay on Hands | |||
* Block chokepoints and doorways | |||
3. '''Attack Twice Every Turn:''' Use Extra Attack | |||
* 2 attacks per turn = more chances to crit and Smite | |||
* Don't forget second attack! | |||
4. '''Use Divine Smite Strategically:''' | |||
* On critical hits (double smite damage!) | |||
* Against bosses and high-priority targets | |||
* When you need to finish an enemy NOW | |||
* DON'T waste smites on weak enemies | |||
5. '''Heal When Needed:''' | |||
* Use Lay on Hands (bonus action) when ally drops below 10 HP | |||
* Save big heals for after combat if possible | |||
* Cure poison with 5 HP from pool | |||
=== During Combat - Damage Dealer === | |||
'''Maximum Damage Output:''' | |||
1. '''Vow of Enmity + Attacks with Advantage:''' | |||
* Use Vow of Enmity (bonus action, 1 Channel Divinity) | |||
* Attack twice per turn with advantage | |||
* ~10% crit chance with advantage | |||
* When you crit: Divine Smite for MASSIVE damage | |||
2. '''Divine Smite on Important Hits:''' | |||
* Critical hits: ALWAYS smite (damage doubled) | |||
* Undead/Fiends: Extra d8 damage | |||
* Boss fights: Don't be stingy with smites | |||
* 2nd-level smite = 3d8 radiant (avg 14 damage) | |||
3. '''Savage Attacker:''' | |||
* Once per turn, reroll weapon damage dice | |||
* Use on hits that matter (especially with smites) | |||
* Example: Roll 1d8+6 for battleaxe, get 3 total (1+6=7), reroll the 1, maybe get 6 (6+6=12) | |||
4. '''Polearm Master Bonus Attack:''' | |||
* If using lance or spear, bonus action attack for 1d4+5 | |||
* Extra attack when not using other bonus actions | |||
'''Expected Damage Per Turn (vs Boss with Vow of Enmity):''' | |||
* 2 attacks with advantage: ~22-26 damage | |||
* If you land 2 smites (2nd-level): ~22 + 28 smite = 50 damage | |||
* If you crit with smite: 30-40+ damage in one hit | |||
=== Boss Fight Tactics === | |||
'''Fighting a Single Big Enemy:''' | |||
1. '''Turn 1:''' Vow of Enmity (bonus action) + Attack twice with advantage | |||
* Mark boss with advantage on all attacks for 1 minute | |||
* Use Battleaxe +1 or Greataxe +1 | |||
2. '''Subsequent Turns:''' | |||
* Attack twice with advantage | |||
* Divine Smite when you hit (save 2nd-level slots for boss) | |||
* When you crit: DEFINITELY smite (damage doubles!) | |||
3. '''If Boss is Undead/Fiend:''' | |||
* Your Divine Smite deals +1d8 damage automatically | |||
* 2nd-level smite becomes 4d8 instead of 3d8 | |||
4. '''Use Battlefield Command:''' | |||
* Reaction when boss makes WIS save | |||
* Force boss to move 15 ft away from allies | |||
* 3 uses per long rest - use strategically | |||
5. '''Stay Near Allies:''' | |||
* Your Aura of Protection helps everyone | |||
* Boss AOE and spell saves become much more survivable | |||
=== Multi-Enemy Tactics === | |||
'''Fighting Multiple Enemies:''' | |||
1. '''Turn 1: Bless the Party:''' | |||
* Cast Bless on 3 allies (1st-level spell slot) | |||
* +1d4 to attacks and saves for 1 minute | |||
* Better than Vow of Enmity when fighting many enemies | |||
2. '''Position Centrally:''' | |||
* Get within 10 ft of as many allies as possible | |||
* Your Aura benefits everyone nearby | |||
3. '''Attack High-Priority Targets:''' | |||
* Enemy spellcasters first | |||
* Then enemy ranged attackers | |||
* Then melee threats | |||
4. '''Use Shield of Faith:''' | |||
* Buff yourself or an ally (+2 AC for 10 min) | |||
* Concentration, so don't use if you already have Bless up | |||
5. '''Save Divine Smite:''' | |||
* Only smite to finish off dangerous enemies | |||
* Don't waste slots on weak minions | |||
* Save resources for the next fight | |||
6. '''Use Abjure Enemy:''' | |||
* Channel Divinity to frighten one enemy | |||
* Fiends/undead also get speed reduced to 0 | |||
* Great for locking down spellcasters or dangerous melee | |||
=== Resource Conservation === | |||
'''Managing Your Resources:''' | |||
'''Spell Slot Priority:''' | |||
* **Save 2nd-level slots** for Divine Smite against bosses | |||
* **Use 1st-level slots** for Bless, Shield of Faith, Cure Wounds | |||
* **Don't over-smite** on weak enemies | |||
* **Track your slots** - you only have 4 first-level and 3 second-level | |||
'''Channel Divinity Usage (2/Long Rest, regain 1 on Short Rest):''' | |||
* **Vow of Enmity:** Best against bosses or single high-priority targets | |||
* **Abjure Enemy:** Best for locking down dangerous enemies (spellcasters, big threats) | |||
* **Divine Sense:** Rarely needed, but great for detecting hidden fiends/undead | |||
'''Lay on Hands (35 HP Pool):''' | |||
* **Don't hoard it** - 35 HP is a lot | |||
* **Heal allies** when they drop below 10 HP | |||
* **Heal yourself** when below 20 HP | |||
* **Cure poison** costs 5 HP from pool | |||
* **Recharges on long rest** - use it! | |||
'''Magic Items:''' | |||
* **Gauntlet of Gemforged Will:** Multiple spell charges including Revivify (1 charge emergency resurrection) | |||
* **Jaunty Boots:** 3 charges for Dimension Door (500 ft teleport) - use for escapes or crucial repositioning | |||
* **Gem of Dragon's Breath:** 2 charges remaining - save for dire situations | |||
=== Special Situations === | |||
'''If You're Surrounded:''' | |||
* Use Dimension Door (Jaunty Boots) to teleport to safety | |||
* Cast Burning Hands (15 ft cone, 3d6 fire damage) to hit multiple enemies | |||
* Misty Step (30 ft teleport) as bonus action | |||
'''If Ally is Dying:''' | |||
* Lay on Hands to heal them (bonus action) | |||
* Cast Cure Wounds (1 action, 1d8+3 healing) | |||
* If already dead: Use Revivify from Gauntlet (1 charge, must be within 1 minute of death) | |||
'''If You're Low on HP:''' | |||
* Lay on Hands yourself (bonus action) | |||
* Disengage and let allies handle combat temporarily | |||
* Cast Shield of Faith on yourself (+2 AC) | |||
'''If Enemy is Fleeing:''' | |||
* Opportunity attack with Relentless Avenger (reduce speed to 0, move up to half your speed) | |||
* Command spell: "Halt" or "Grovel" | |||
== QUICK REFERENCE == | == QUICK REFERENCE == | ||
''' | === Combat Priority Checklist === | ||
'''Start of Your Turn:''' | |||
1. □ Am I within 10 ft of allies? (Aura of Protection) | |||
2. □ Do I have Vow of Enmity active on priority target? | |||
3. □ Should I use bonus action? (Shield of Faith, Vow of Enmity, Lay on Hands, Polearm attack) | |||
4. □ Attack twice (Extra Attack) - don't forget! | |||
5. □ Did I hit? Should I Divine Smite? (especially on crits!) | |||
6. □ Should I use Savage Attacker to reroll weapon damage? | |||
'''Enemy's Turn:''' | |||
1. □ Can I use Opportunity Attack + Relentless Avenger? | |||
2. □ Should I use Battlefield Command to reposition enemy? | |||
3. □ Is ally in danger? Should I cast Shield of Faith as reaction? | |||
'''After Combat:''' | |||
1. □ How many spell slots remaining? | |||
2. □ How much Lay on Hands HP left? | |||
3. □ Channel Divinity uses remaining? | |||
4. □ Should I heal allies before next encounter? | |||
=== Key Numbers to Remember === | |||
'''Attack Bonuses:''' | |||
* Battleaxe +1: +9 to hit (1d8+6 or 1d10+6 two-handed) | |||
* Greataxe +1: +9 to hit (1d12+6) | |||
* Lance +1: +9 to hit (1d10+6, reach) | |||
'''Divine Smite Damage:''' | |||
* 1st-level slot: 2d8 radiant (3d8 vs undead/fiends) = 9 avg (14 vs undead/fiends) | |||
* 2nd-level slot: 3d8 radiant (4d8 vs undead/fiends) = 14 avg (18 vs undead/fiends) | |||
* On crit: DOUBLE all dice (4d8 or 6d8 for 1st-level) | |||
'''Defensive Numbers:''' | |||
* AC: 22 (incredibly hard to hit) | |||
* HP: 74 (second highest in party) | |||
* Lay on Hands: 35 HP pool (recharges on long rest) | |||
* Aura Range: 10 ft (+3 to all saves for you and allies) | |||
'''Save DCs:''' | |||
* Your Spell Save DC: 14 | |||
* Your Spell Attack Bonus: +6 | |||
=== Best Damage Options === | |||
'''Top 3 Damage Combinations (Single Target):''' | |||
1. '''Vow of Enmity + Attacks + Divine Smite:''' | |||
* Bonus Action: Vow of Enmity (advantage for 1 minute) | |||
* Action: Attack twice with advantage | |||
* On hit: Divine Smite (2nd-level = 3d8 radiant) | |||
* Avg damage per turn: ~26-30 damage (more with smites) | |||
* On crit with smite: 40+ damage in one hit | |||
2. '''Hunter's Mark + Polearm Master:''' | |||
* Bonus Action: Hunter's Mark (1st-level, +1d6 per hit, 1 hour concentration) | |||
* Action: Attack twice (Extra Attack) | |||
* Bonus Action: Polearm Master attack (if using spear/lance) | |||
* Avg damage: ~30 damage/turn sustained | |||
3. '''Bless Party + Standard Attacks:''' | |||
* Turn 1: Cast Bless on 3 allies (+1d4 to attacks/saves) | |||
* Action: Attack twice | |||
* Avg damage: ~22 damage/turn, but party benefits from Bless | |||
'''Critical Hit Expected Value:''' | |||
* ~5% crit chance normally, ~10% with advantage (Vow of Enmity) | |||
* Battleaxe crit: 2d8+6 = 15 avg | |||
* Battleaxe crit + 2nd-level smite: 2d8+6 + 6d8 = 42 avg | |||
* Greataxe crit + 2nd-level smite: 2d12+6 + 6d8 = 45 avg | |||
=== Best Tank Options === | |||
'''How to Maximize Your Tanking:''' | |||
1. '''Aura of Protection (10 ft):''' | |||
* Position within 10 ft of as many allies as possible | |||
* +3 to all saves for everyone nearby | |||
* This is ALWAYS active - don't forget! | |||
2. '''High AC (22):''' | |||
* Enemies need to roll 17+ to hit you (before modifiers) | |||
* Stand in front of squishies | |||
* Block chokepoints and doorways | |||
3. '''Lay on Hands:''' | |||
* 35 HP healing pool | |||
* Use bonus action to heal self or allies | |||
* Can also cure poison (5 HP cost) | |||
4. '''Shield of Faith:''' | |||
* Grant +2 AC to ally (concentration, 10 minutes) | |||
* Stack on yourself for AC 24 | |||
* Cast as bonus action or reaction | |||
5. '''Infernal Challenge:''' | |||
* Force enemy to attack you (disadvantage vs others) | |||
* 2nd-level spell, bonus action | |||
* Tank ability for protecting squishies | |||
=== Status Conditions & Effects === | |||
'''Conditions You Can Inflict:''' | |||
* '''Frightened (Abjure Enemy):''' Speed 0 if fiend/undead, disadvantage on attacks | |||
* '''Topple (Battleaxe/Lance):''' Knock prone on hit | |||
* '''Sap (Corpse Slayer Spear):''' Disadvantage on next attack | |||
* '''Paralyzed (Hold Person):''' Humanoid paralyzed, auto-crit on melee hits | |||
* '''Command Effects:''' One-word commands (Flee, Grovel, Drop, Halt) | |||
'''Conditions You Resist/Avoid:''' | |||
* '''+3 to All Saves:''' Aura of Protection (within 10 ft of self) | |||
* '''Advantage on Initiative:''' Devout of Athena Rank 1 (1/LR) | |||
* '''Darkvision:''' See in darkness up to 60 ft | |||
=== Remember These Critical Things === | |||
1. '''You Attack TWICE Per Turn:''' Extra Attack - don't forget your second attack! | |||
2. '''Divine Smite After You Hit:''' Never wasted on a miss - decide after you know you hit | |||
3. '''Aura of Protection is Always On:''' Position within 10 ft of allies for +3 to their saves | |||
4. '''Channel Divinity is Powerful:''' 2 uses per long rest (regain 1 on short rest) - don't hoard! | |||
5. '''Vow of Enmity = Advantage:''' Use on bosses and high-priority targets for 1 minute of advantage | |||
6. '''Save 2nd-Level Slots for Smites:''' Don't waste them on utility spells before boss fights | |||
7. '''You're the Tank:''' AC 22 and 74 HP - stand in front and protect squishies | |||
8. '''Lay on Hands is 35 HP:''' Don't hoard it - heal yourself and allies liberally | |||
9. '''Savage Attacker Once Per Turn:''' Reroll weapon damage - use on important hits | |||
10. '''Your Aura Saves Lives:''' +3 to saves makes HUGE difference against spells and effects | |||
=== Common Mistakes to Avoid === | |||
1. '''Forgetting Extra Attack:''' You get TWO attacks per Attack action - use them both! | |||
2. '''Forgetting Aura of Protection:''' Always add +3 to your own saves and position near allies | |||
3. '''Smiting Before You Hit:''' Divine Smite happens AFTER you hit - never wasted on miss | |||
4. '''Hoarding Divine Smites:''' You only have 7 spell slots total - use them! They recharge on long rest | |||
5. '''Forgetting Savage Attacker:''' Reroll weapon damage once per turn - increases average damage | |||
6. '''Not Using Lay on Hands:''' 35 HP pool is huge - use it to heal yourself and allies | |||
''' | 7. '''Forgetting Polearm Master:''' When using spear/lance, bonus action attack for 1d4+5 | ||
''' | 8. '''Standing Alone:''' Your Aura of Protection helps everyone within 10 ft - stay grouped | ||
''' | 9. '''Not Tracking Resources:''' Write down spell slots used, Lay on Hands HP spent, Channel Divinity uses | ||
''' | 10. '''Forgetting Magic Items:''' Jaunty Boots (teleport 500 ft), Gauntlet (Revivify), Gem of Dragon's Breath (2 charges) | ||
[[Category:Player Characters]] [[Category:Player Guides]] | |||
Revision as of 22:57, 23 January 2026
Alexios Niketas - Player Guide
Alexios is a Level 7 Variant Human Paladin (Oath of Vengeance) with the Soldier background. Alexios is devoted to Athena.
Overview
Role in the Party: Front-Line Tank, Burst Damage Dealer, Support Healer
Core Strengths:
- Highest AC in party (AC 22) - incredibly hard to hit
- Devastating burst damage with Divine Smite
- Aura of Protection provides +3 bonus to all saves for nearby allies
- Can heal allies with Lay on Hands (35 HP pool)
- Mix of defensive tanking and offensive power
- Excellent saving throws across the board
Core Stats:
- AC: 22 (Heavy Armor + Shield + Fighting Style)
- HP: 74 (Max) - Second highest in party
- Speed: 30 ft
- Initiative: +2
- Proficiency Bonus: +3
Ability Scores:
- STR 20 (+5) | DEX 14 (+2) | CON 18 (+4)
- INT 9 (-1) | WIS 11 (+0) | CHA 16 (+3)
Saving Throws:
- Strength: +8
- Dexterity: +5 (+3 from Aura)
- Constitution: +7
- Intelligence: +2 (+3 from Aura)
- Wisdom: +3 (+3 from Aura)
- Charisma: +6 (+3 from Aura)
Note: All saves include +3 bonus from your own Aura of Protection
COMBAT - What Can I Do On My Turn?
Weapon Attacks
| Weapon | Attack Bonus | Damage (Avg) | Damage Roll | Damage Type | Range | Properties | Notes |
|---|---|---|---|---|---|---|---|
| Battleaxe, +1 | +9 | 12 | 1d8+6 slashing | Slashing | Melee | Versatile (1d10), Topple | Can use 2-handed for 1d10+6 |
| Battleaxe, +1 (2-handed) | +9 | 13 | 1d10+6 slashing | Slashing | Melee | Versatile, Topple | No shield when 2-handing |
| Greataxe, +1 | +9 | 13 | 1d12+6 slashing | Slashing | Melee | Heavy, Two-Handed, Cleave | Best for crits, no shield |
| Lance, +1 | +9 | 12 | 1d10+6 piercing | Piercing | 10 ft | Reach, Topple, Heavy, Two-Handed | Requires mount or 2 hands |
| Corpse Slayer Spear | +8 | 11 | 1d6+5 piercing | Piercing | 20/60 ft | Thrown, Versatile, Sap | Ranged option |
| Glimmering Moonbow | +5 | 7 + 11 radiant | 1d8+2 + 3d6 radiant | Piercing/Radiant | 150/600 ft | Uses charges, Slow | 1 charge per shot |
| Adamantine Dagger | +8 | 9 | 1d4+5 piercing | Piercing | 20/60 ft | Finesse, Light, Thrown, Nick | Bypass resistance |
Divine Smite (Your Nova Ability)
When to Use: You hit with a melee weapon attack and want extra damage
How it Works: After you hit, spend a spell slot to add radiant damage (never wasted on misses!)
| Spell Slot Level | Smite Damage (Normal) | Smite Damage (vs Undead/Fiends) | Avg Damage | Avg vs Undead/Fiends |
|---|---|---|---|---|
| 1st-level | 2d8 radiant | 3d8 radiant | 9 | 14 |
| 2nd-level | 3d8 radiant | 4d8 radiant | 14 | 18 |
Critical Hit Smite Damage:
| Spell Slot | Normal Crit Smite | Crit vs Undead/Fiends | Total Damage with Battleaxe Crit |
|---|---|---|---|
| 1st-level | 4d8 | 6d8 | 2d8+6 weapon + 4d8 smite = ~31 damage |
| 2nd-level | 6d8 | 8d8 | 2d8+6 weapon + 6d8 smite = ~40 damage |
Offensive Abilities
| Ability | Effect | Resource Cost | Duration | When to Use |
|---|---|---|---|---|
| Divine Smite | Add 2d8-3d8 radiant damage to melee hit | 1st or 2nd level spell slot | Instant | When you hit, especially on crits or vs bosses |
| Vow of Enmity | Gain advantage on all attacks vs one creature | 1 Channel Divinity | 1 minute | Against bosses or high-priority targets |
| Savage Attacker | Reroll weapon damage dice, use either roll | Once per turn | Instant | On hits that matter (smites, crits, high damage rolls) |
| Extra Attack | Attack twice when you take Attack action | Always active | - | Remember your second attack! |
| Polearm Master | Bonus action attack with lance/spear (1d4+5) | Bonus action | - | When not using other bonus actions |
| Abjure Enemy | Frighten one creature (fiends/undead get speed 0) | 1 Channel Divinity | 1 minute | Lock down dangerous enemies or spellcasters |
Offensive Spells (By Category)
Damage Spells:
| Spell | Level | Casting Time | Target | Damage/Effect | Save/Attack | Concentration | When to Use |
|---|---|---|---|---|---|---|---|
| Toll the Dead | Cantrip | 1 Action | 60 ft creature | 1d12 necrotic (2d12 if wounded) | WIS 14 | No | Ranged damage when you can't melee |
| Guiding Bolt | 1st | 1 Action | 120 ft | 4d6 radiant | Attack +6 | No | Ranged damage + next attack has advantage |
| Burning Hands | 1st | 1 Action | 15 ft cone | 3d6 fire | DEX 14 | No | Hit multiple enemies in melee |
| Scorching Ray | 2nd | 1 Action | 120 ft | 2d6 fire (3 rays) | Attack +6 | No | Multiple attacks at range |
| Orb of Dragon's Breath | 6th | 1 Action | 90 ft | Varies | Attack +6 | No | 1 charge from Gem, save for emergencies |
Control/Debuff Spells:
| Spell | Level | Casting Time | Target | Effect | Save | Concentration | When to Use |
|---|---|---|---|---|---|---|---|
| Command | 1st | 1 Action | 60 ft | Target obeys one-word command | WIS 14 | No | "Flee", "Grovel", "Drop" for quick control |
| Bane | 1st | 1 Action | 30 ft (3 targets) | -1d4 to attacks and saves | CHA 14 | Yes (1 min) | Debuff multiple enemies (opposite of Bless) |
| Hold Person | 2nd | 1 Action | 60 ft | Target paralyzed | WIS 14 | Yes (1 min) | Lock down humanoid enemies |
| Infernal Challenge | 2nd | 1 Bonus Action | 30 ft | Target disadvantage vs others | CHA 14 | No | Force enemy to focus on you |
Support/Healing Spells:
| Spell | Level | Casting Time | Target | Effect | Save | Concentration | When to Use |
|---|---|---|---|---|---|---|---|
| Guidance | Cantrip | 1 Action | Touch | +1d4 to one ability check | None | Yes (1 min) | Before skill checks, saves, or ability checks |
| Bless | 1st | 1 Action | 30 ft (3 allies) | +1d4 to attacks and saves | None | Yes (1 min) | Start of combat to boost entire party |
| Cure Wounds | 1st | 1 Action | Touch | Heal 1d8+3 HP | None | No | Emergency healing mid-combat |
| Shield of Faith | 1st | 1 Bonus Action | 60 ft ally | +2 AC | None | Yes (10 min) | Buff ally before or during combat |
| Shield of Faith (Reaction) | 1st | 1 Reaction | 60 ft ally | +2 AC | None | Yes (10 min) | Cast as reaction to enemy attack |
Utility Spells:
| Spell | Level | Casting Time | Range | Effect | Duration | When to Use |
|---|---|---|---|---|---|---|
| Misty Step | 2nd (Always Prepared) | 1 Bonus Action | Self | Teleport 30 ft | Instant | Escape grapples, reposition quickly |
| Find Steed | 2nd (Always Prepared, 1/LR) | 1 Action | 30 ft | Summon celestial mount | Until dismissed | Travel, mounted combat |
| Hunter's Mark | 1st (Always Prepared) | 1 Bonus Action | 90 ft | +1d6 damage per hit | 1 hour (conc) | Extended combat vs single target |
| Revivify | 3rd (Gauntlet) | 1 Action | Touch | Restore dead ally (within 1 min) | Instant | 1 charge - emergency only |
| Dimension Door | 4th (Jaunty Boots) | 1 Action | 500 ft | Teleport self + 1 ally | Instant | Escape, reach distant location |
Defensive Abilities
| Ability | Effect | Resource Cost | Range | When to Use |
|---|---|---|---|---|
| Aura of Protection | You and allies within 10 ft gain +3 to all saves | Always active | 10 ft | Position near allies for maximum benefit |
| Lay on Hands: Heal | Restore HP to touched creature | HP from 35 HP pool | Touch | Heal allies or self (1 bonus action) |
| Lay on Hands: Purify | Remove Poisoned condition | 5 HP from pool | Touch | Cure poison (1 bonus action) |
| Shield of Faith | Grant ally +2 AC for 10 minutes | 1st-level spell slot | 60 ft | Before combat or as reaction to attacks |
| AC 22 | Incredibly hard to hit | Always active | Self | Position in front of squishies |
| Relentless Avenger | Reduce enemy speed to 0, move up to half speed | Reaction (opportunity attack) | 5 ft | Lock down fleeing enemies |
Bonus Actions
| Ability | Effect | Resource Cost | Notes |
|---|---|---|---|
| Vow of Enmity | Gain advantage on attacks vs one creature for 1 minute | 1 Channel Divinity | Mark priority target at start of combat |
| Divine Sense | Detect celestials, fiends, undead within 60 ft for 10 minutes | 1 Channel Divinity use | Identify hidden threats |
| Shield of Faith | Grant ally +2 AC for 10 minutes (concentration) | 1st-level spell slot | Buff tank or frontliner |
| Lay on Hands: Heal | Restore HP from 35 HP pool | HP from pool | Touch healing |
| Lay on Hands: Purify | Remove Poisoned condition | 5 HP from pool | Cure poison |
| Polearm Master Attack | Make attack with spear/lance butt (1d4+5 damage) | None | Extra damage when using polearm |
| Misty Step | Teleport 30 ft | 2nd-level spell slot | Reposition or escape |
| Hunter's Mark | Mark target for +1d6 damage per hit (1 hour concentration) | 1st-level spell slot | Sustained damage boost |
| Infernal Challenge | Target has disadvantage on attacks vs others | 2nd-level spell slot | Tank ability |
Reactions
| Reaction | Trigger | Effect | Resource Cost | Range | Notes |
|---|---|---|---|---|---|
| Opportunity Attack | Enemy leaves reach without Disengaging | Make melee weapon attack | None | 5 ft | Standard reaction |
| Relentless Avenger | You hit with opportunity attack | Reduce target speed to 0, move up to half your speed | None | 5 ft | Lock down and reposition |
| Shield of Faith (Reaction) | Ally about to be attacked | Grant +2 AC (concentration 10 min) | 1st-level spell slot | 60 ft | Defensive reaction |
| Battlefield Command | Creature makes WIS save within 30 ft | Command that creature to move 15 ft | 3/Long Rest | 30 ft | Reposition allies or enemies strategically |
Passive Abilities (Always On)
| Ability | Effect | Notes |
|---|---|---|
| Aura of Protection (10 ft) | You and allies within 10 ft gain +3 to all saving throws | Position near allies in combat |
| Extra Attack | Attack twice when you take Attack action | Don't forget second attack |
| Fighting Style: Defense | +1 AC while wearing armor | Already included in AC 22 |
| Polearm Master | Opportunity attacks when creatures enter reach with polearms | Applies when wielding spear or lance |
| Savage Attacker | Once per turn, reroll weapon damage dice and use either roll | Increases average damage output |
| Darkvision | See in darkness as dim light up to 60 ft | Half-elf racial |
| Devout of Athena - Acolyte (Rank 1) | Advantage on Initiative rolls once per long rest | Announce before rolling initiative |
| Weapon Mastery | Proficient with special properties of 3 weapon types | Topple, Cleave, Sap currently mastered |
SOCIAL SITUATIONS
Skill Bonuses
| Skill | Bonus | Notes |
|---|---|---|
| Athletics (STR) | +8 | Climb, swim, grapple, shove - best in party |
| Intimidation (CHA) | +6 | Threats, commanding presence |
| Persuasion (CHA) | +6 | Diplomacy, negotiation, leadership |
| Deception (CHA) | +6 | Lies and misdirection |
| Animal Handling (WIS) | +3 | Control mounts, calm animals |
| Insight (WIS) | +3 | Read intentions and emotions |
| Perception (WIS) | +3 | Spot hidden things |
| Religion (INT) | +2 | Knowledge of gods and religious practices |
Passive Scores
- Passive Perception: 15
- Passive Insight: 13
- Passive Investigation: 9
Senses
- Darkvision: 60 ft
Social Features
- Divine Sense: Detect if someone is a celestial, fiend, or undead
- Commanding Presence: Your oath gives you authority when dealing with evil
- Soldier Background: Military rank and recognition from soldiers
- Devoted to Athena: Wisdom, strategy, and righteous warfare
- Oath of Vengeance: Relentless pursuit of evildoers - intimidating
Languages
- Common, Celestial
EXPLORATION
Movement & Senses
- Walking Speed: 30 ft
- Darkvision: 60 ft
- Mounted Speed: Varies by mount (Find Steed)
Useful Exploration Abilities
- Divine Sense: Detect celestials, fiends, undead, and consecrated/desecrated places within 60 ft
- Find Steed: Summon loyal celestial mount for travel (1/Long Rest, always prepared)
- Dimension Door: Teleport up to 500 ft (3 charges from Jaunty Boots)
- Lay on Hands: Heal injuries and cure diseases/poison
- Athletics +8: Best climber and swimmer in party
- Darkvision 60 ft: Navigate in darkness
Tools
- Playing Card Set: Gaming and gambling
RESOURCE MANAGEMENT
| Resource | Total | Recharges | Current Status |
|---|---|---|---|
| Hit Dice (d10) | 7 | Long Rest | Track usage |
| Lay on Hands HP Pool | 35 HP | Long Rest | Can heal or spend 5 HP to cure poison |
| Channel Divinity | 2 uses | Long Rest (regain 1 on Short Rest) | Vow of Enmity or Abjure Enemy |
| Spell Slots (1st-level) | 4 | Long Rest | Bless, Shield of Faith, Command, Cure Wounds |
| Spell Slots (2nd-level) | 3 | Long Rest | Hold Person, Scorching Ray, Misty Step, Infernal Challenge |
| Divine Smite | Per spell slot | Long Rest | Uses spell slots - track carefully |
| Savage Attacker | Once per turn | Always available | Reroll weapon damage once per turn |
| Extra Attack | Always active | - | Remember to attack twice |
| Aura of Protection | Always active | - | Position within 10 ft of allies |
| Devout of Athena - Acolyte | 1 use (Advantage on Initiative) | Long Rest | Announce before rolling |
| Battlefield Command | 3 uses | Long Rest | Reposition creatures tactically |
| Find Steed | 1 use | Long Rest | Summon mount (always prepared) |
| Jaunty Boots (Dimension Door) | 3 charges | Unknown | Teleport 500 ft |
| Gauntlet of Gemforged Will | Multiple charges | Unknown | Revivify, Circle of Power, etc. |
| Gem of Dragon's Breath | 2 charges remaining | Unknown | Orb of Dragon's Breath spell |
COMMON TACTICS
Opening Combat (Turn 1)
Standard Opening Sequence: 1. Bonus Action: Cast Shield of Faith on yourself or ally tank OR activate Vow of Enmity on priority target 2. Movement: Position within 10 ft of allies (Aura of Protection) 3. Action: Attack twice with Battleaxe +1 (Extra Attack) 4. Decide: Save Divine Smite for when you crit or hit high-priority target
Against Boss/High-Priority Target: 1. Bonus Action: Vow of Enmity (advantage on all attacks vs target for 1 minute) 2. Action: Attack twice with advantage (Extra Attack) 3. When you hit: Use Divine Smite (2nd-level slot = 3d8 radiant, 4d8 vs undead/fiends) 4. If you crit: Definitely use Divine Smite - double the damage!
During Combat - Tank Role
Your Job: Protect Allies & Deal Damage
1. Position for Aura: Stay within 10 ft of as many allies as possible
* Your Aura of Protection grants +3 to all their saves * This is HUGE - it applies to Dexterity saves vs fireballs, Wisdom saves vs fear, everything
2. Draw Aggro: Stand in front of squishies
* Your AC 22 makes you very hard to hit * You have 74 HP and can heal yourself with Lay on Hands * Block chokepoints and doorways
3. Attack Twice Every Turn: Use Extra Attack
* 2 attacks per turn = more chances to crit and Smite * Don't forget second attack!
4. Use Divine Smite Strategically:
* On critical hits (double smite damage!) * Against bosses and high-priority targets * When you need to finish an enemy NOW * DON'T waste smites on weak enemies
5. Heal When Needed:
* Use Lay on Hands (bonus action) when ally drops below 10 HP * Save big heals for after combat if possible * Cure poison with 5 HP from pool
During Combat - Damage Dealer
Maximum Damage Output:
1. Vow of Enmity + Attacks with Advantage:
* Use Vow of Enmity (bonus action, 1 Channel Divinity) * Attack twice per turn with advantage * ~10% crit chance with advantage * When you crit: Divine Smite for MASSIVE damage
2. Divine Smite on Important Hits:
* Critical hits: ALWAYS smite (damage doubled) * Undead/Fiends: Extra d8 damage * Boss fights: Don't be stingy with smites * 2nd-level smite = 3d8 radiant (avg 14 damage)
3. Savage Attacker:
* Once per turn, reroll weapon damage dice * Use on hits that matter (especially with smites) * Example: Roll 1d8+6 for battleaxe, get 3 total (1+6=7), reroll the 1, maybe get 6 (6+6=12)
4. Polearm Master Bonus Attack:
* If using lance or spear, bonus action attack for 1d4+5 * Extra attack when not using other bonus actions
Expected Damage Per Turn (vs Boss with Vow of Enmity):
- 2 attacks with advantage: ~22-26 damage
- If you land 2 smites (2nd-level): ~22 + 28 smite = 50 damage
- If you crit with smite: 30-40+ damage in one hit
Boss Fight Tactics
Fighting a Single Big Enemy:
1. Turn 1: Vow of Enmity (bonus action) + Attack twice with advantage
* Mark boss with advantage on all attacks for 1 minute * Use Battleaxe +1 or Greataxe +1
2. Subsequent Turns:
* Attack twice with advantage * Divine Smite when you hit (save 2nd-level slots for boss) * When you crit: DEFINITELY smite (damage doubles!)
3. If Boss is Undead/Fiend:
* Your Divine Smite deals +1d8 damage automatically * 2nd-level smite becomes 4d8 instead of 3d8
4. Use Battlefield Command:
* Reaction when boss makes WIS save * Force boss to move 15 ft away from allies * 3 uses per long rest - use strategically
5. Stay Near Allies:
* Your Aura of Protection helps everyone * Boss AOE and spell saves become much more survivable
Multi-Enemy Tactics
Fighting Multiple Enemies:
1. Turn 1: Bless the Party:
* Cast Bless on 3 allies (1st-level spell slot) * +1d4 to attacks and saves for 1 minute * Better than Vow of Enmity when fighting many enemies
2. Position Centrally:
* Get within 10 ft of as many allies as possible * Your Aura benefits everyone nearby
3. Attack High-Priority Targets:
* Enemy spellcasters first * Then enemy ranged attackers * Then melee threats
4. Use Shield of Faith:
* Buff yourself or an ally (+2 AC for 10 min) * Concentration, so don't use if you already have Bless up
5. Save Divine Smite:
* Only smite to finish off dangerous enemies * Don't waste slots on weak minions * Save resources for the next fight
6. Use Abjure Enemy:
* Channel Divinity to frighten one enemy * Fiends/undead also get speed reduced to 0 * Great for locking down spellcasters or dangerous melee
Resource Conservation
Managing Your Resources:
Spell Slot Priority:
- **Save 2nd-level slots** for Divine Smite against bosses
- **Use 1st-level slots** for Bless, Shield of Faith, Cure Wounds
- **Don't over-smite** on weak enemies
- **Track your slots** - you only have 4 first-level and 3 second-level
Channel Divinity Usage (2/Long Rest, regain 1 on Short Rest):
- **Vow of Enmity:** Best against bosses or single high-priority targets
- **Abjure Enemy:** Best for locking down dangerous enemies (spellcasters, big threats)
- **Divine Sense:** Rarely needed, but great for detecting hidden fiends/undead
Lay on Hands (35 HP Pool):
- **Don't hoard it** - 35 HP is a lot
- **Heal allies** when they drop below 10 HP
- **Heal yourself** when below 20 HP
- **Cure poison** costs 5 HP from pool
- **Recharges on long rest** - use it!
Magic Items:
- **Gauntlet of Gemforged Will:** Multiple spell charges including Revivify (1 charge emergency resurrection)
- **Jaunty Boots:** 3 charges for Dimension Door (500 ft teleport) - use for escapes or crucial repositioning
- **Gem of Dragon's Breath:** 2 charges remaining - save for dire situations
Special Situations
If You're Surrounded:
- Use Dimension Door (Jaunty Boots) to teleport to safety
- Cast Burning Hands (15 ft cone, 3d6 fire damage) to hit multiple enemies
- Misty Step (30 ft teleport) as bonus action
If Ally is Dying:
- Lay on Hands to heal them (bonus action)
- Cast Cure Wounds (1 action, 1d8+3 healing)
- If already dead: Use Revivify from Gauntlet (1 charge, must be within 1 minute of death)
If You're Low on HP:
- Lay on Hands yourself (bonus action)
- Disengage and let allies handle combat temporarily
- Cast Shield of Faith on yourself (+2 AC)
If Enemy is Fleeing:
- Opportunity attack with Relentless Avenger (reduce speed to 0, move up to half your speed)
- Command spell: "Halt" or "Grovel"
QUICK REFERENCE
Combat Priority Checklist
Start of Your Turn: 1. □ Am I within 10 ft of allies? (Aura of Protection) 2. □ Do I have Vow of Enmity active on priority target? 3. □ Should I use bonus action? (Shield of Faith, Vow of Enmity, Lay on Hands, Polearm attack) 4. □ Attack twice (Extra Attack) - don't forget! 5. □ Did I hit? Should I Divine Smite? (especially on crits!) 6. □ Should I use Savage Attacker to reroll weapon damage?
Enemy's Turn: 1. □ Can I use Opportunity Attack + Relentless Avenger? 2. □ Should I use Battlefield Command to reposition enemy? 3. □ Is ally in danger? Should I cast Shield of Faith as reaction?
After Combat: 1. □ How many spell slots remaining? 2. □ How much Lay on Hands HP left? 3. □ Channel Divinity uses remaining? 4. □ Should I heal allies before next encounter?
Key Numbers to Remember
Attack Bonuses:
- Battleaxe +1: +9 to hit (1d8+6 or 1d10+6 two-handed)
- Greataxe +1: +9 to hit (1d12+6)
- Lance +1: +9 to hit (1d10+6, reach)
Divine Smite Damage:
- 1st-level slot: 2d8 radiant (3d8 vs undead/fiends) = 9 avg (14 vs undead/fiends)
- 2nd-level slot: 3d8 radiant (4d8 vs undead/fiends) = 14 avg (18 vs undead/fiends)
- On crit: DOUBLE all dice (4d8 or 6d8 for 1st-level)
Defensive Numbers:
- AC: 22 (incredibly hard to hit)
- HP: 74 (second highest in party)
- Lay on Hands: 35 HP pool (recharges on long rest)
- Aura Range: 10 ft (+3 to all saves for you and allies)
Save DCs:
- Your Spell Save DC: 14
- Your Spell Attack Bonus: +6
Best Damage Options
Top 3 Damage Combinations (Single Target):
1. Vow of Enmity + Attacks + Divine Smite:
* Bonus Action: Vow of Enmity (advantage for 1 minute) * Action: Attack twice with advantage * On hit: Divine Smite (2nd-level = 3d8 radiant) * Avg damage per turn: ~26-30 damage (more with smites) * On crit with smite: 40+ damage in one hit
2. Hunter's Mark + Polearm Master:
* Bonus Action: Hunter's Mark (1st-level, +1d6 per hit, 1 hour concentration) * Action: Attack twice (Extra Attack) * Bonus Action: Polearm Master attack (if using spear/lance) * Avg damage: ~30 damage/turn sustained
3. Bless Party + Standard Attacks:
* Turn 1: Cast Bless on 3 allies (+1d4 to attacks/saves) * Action: Attack twice * Avg damage: ~22 damage/turn, but party benefits from Bless
Critical Hit Expected Value:
- ~5% crit chance normally, ~10% with advantage (Vow of Enmity)
- Battleaxe crit: 2d8+6 = 15 avg
- Battleaxe crit + 2nd-level smite: 2d8+6 + 6d8 = 42 avg
- Greataxe crit + 2nd-level smite: 2d12+6 + 6d8 = 45 avg
Best Tank Options
How to Maximize Your Tanking:
1. Aura of Protection (10 ft):
* Position within 10 ft of as many allies as possible * +3 to all saves for everyone nearby * This is ALWAYS active - don't forget!
2. High AC (22):
* Enemies need to roll 17+ to hit you (before modifiers) * Stand in front of squishies * Block chokepoints and doorways
3. Lay on Hands:
* 35 HP healing pool * Use bonus action to heal self or allies * Can also cure poison (5 HP cost)
4. Shield of Faith:
* Grant +2 AC to ally (concentration, 10 minutes) * Stack on yourself for AC 24 * Cast as bonus action or reaction
5. Infernal Challenge:
* Force enemy to attack you (disadvantage vs others) * 2nd-level spell, bonus action * Tank ability for protecting squishies
Status Conditions & Effects
Conditions You Can Inflict:
- Frightened (Abjure Enemy): Speed 0 if fiend/undead, disadvantage on attacks
- Topple (Battleaxe/Lance): Knock prone on hit
- Sap (Corpse Slayer Spear): Disadvantage on next attack
- Paralyzed (Hold Person): Humanoid paralyzed, auto-crit on melee hits
- Command Effects: One-word commands (Flee, Grovel, Drop, Halt)
Conditions You Resist/Avoid:
- +3 to All Saves: Aura of Protection (within 10 ft of self)
- Advantage on Initiative: Devout of Athena Rank 1 (1/LR)
- Darkvision: See in darkness up to 60 ft
Remember These Critical Things
1. You Attack TWICE Per Turn: Extra Attack - don't forget your second attack!
2. Divine Smite After You Hit: Never wasted on a miss - decide after you know you hit
3. Aura of Protection is Always On: Position within 10 ft of allies for +3 to their saves
4. Channel Divinity is Powerful: 2 uses per long rest (regain 1 on short rest) - don't hoard!
5. Vow of Enmity = Advantage: Use on bosses and high-priority targets for 1 minute of advantage
6. Save 2nd-Level Slots for Smites: Don't waste them on utility spells before boss fights
7. You're the Tank: AC 22 and 74 HP - stand in front and protect squishies
8. Lay on Hands is 35 HP: Don't hoard it - heal yourself and allies liberally
9. Savage Attacker Once Per Turn: Reroll weapon damage - use on important hits
10. Your Aura Saves Lives: +3 to saves makes HUGE difference against spells and effects
Common Mistakes to Avoid
1. Forgetting Extra Attack: You get TWO attacks per Attack action - use them both!
2. Forgetting Aura of Protection: Always add +3 to your own saves and position near allies
3. Smiting Before You Hit: Divine Smite happens AFTER you hit - never wasted on miss
4. Hoarding Divine Smites: You only have 7 spell slots total - use them! They recharge on long rest
5. Forgetting Savage Attacker: Reroll weapon damage once per turn - increases average damage
6. Not Using Lay on Hands: 35 HP pool is huge - use it to heal yourself and allies
7. Forgetting Polearm Master: When using spear/lance, bonus action attack for 1d4+5
8. Standing Alone: Your Aura of Protection helps everyone within 10 ft - stay grouped
9. Not Tracking Resources: Write down spell slots used, Lay on Hands HP spent, Channel Divinity uses
10. Forgetting Magic Items: Jaunty Boots (teleport 500 ft), Gauntlet (Revivify), Gem of Dragon's Breath (2 charges)