Alexios/Player Guide

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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).