Alexios/Player Guide
This is a beginner-friendly guide for playing Alexios. For full character details, see Alexios.
Overview
Role in the Party: Front-line Tank & Burst Damage Dealer
Core Strengths:
- High armor class (AC 18) - hard to hit
- Devastating melee damage with Divine Smite
- Can heal allies with Lay on Hands
- Protects party with Aura of Protection (bonus to all saves)
- Mix of combat power and supportive magic
Key Stats to Know:
- AC: 18 (very hard to hit)
- HP: ~56 (can take a beating)
- Spell Save DC: 14 (enemies roll vs this for your spells)
- Spell Attack Bonus: +6 (when you need to roll to hit with spells)
- Spell Slots: 4 first-level, 3 second-level (recharge on long rest)
COMBAT - What Can I Do On My Turn?
Your Turn (Main Action)
1. Melee Weapon Attack
- Longsword (one hand): +6 to hit, 1d8+3 slashing damage
- Longsword (two hands): +6 to hit, 1d10+3 slashing damage
- Javelin (thrown): +6 to hit, 1d6+3 piercing damage (30/120 ft range)
2. Divine Smite (THE BIG ONE)
- When you hit with a melee weapon, you can spend a spell slot to add radiant damage
- 1st-level slot: +2d8 radiant damage (3d8 against undead/fiends)
- 2nd-level slot: +3d8 radiant damage (4d8 against undead/fiends)
- Use this when: You crit, fighting a boss, or need to finish something NOW
3. Cast a Spell
Offensive Spells:
- Wrathful Smite (1st, bonus action) - Next attack deals +1d6 psychic and frightens target
- Thunderous Smite (1st, bonus action) - Next attack deals +2d6 thunder and pushes target
- Branding Smite (2nd, bonus action) - Next attack deals +2d6 radiant, target glows (can't turn invisible)
- Magic Weapon (2nd) - Make a weapon +1 to hit and damage for 1 hour
Support Spells:
- Bless (1st) - 3 allies add 1d4 to attacks and saves for 1 minute
- Protection from Evil and Good (1st) - Protect an ally from fiends, undead, etc.
- Lesser Restoration (2nd) - Cure disease or one condition (blinded, deafened, paralyzed, poisoned)
- Zone of Truth (2nd) - Creatures in 15-ft radius can't lie
4. Channel Divinity (1/rest)
- Abjure Enemy: Make one enemy frightened for 1 minute (or speed 0 if fiend/undead)
- Vow of Enmity: Gain advantage on attacks against one enemy for 1 minute (VERY GOOD)
5. Lay on Hands
- Heal someone (or yourself) for up to 35 HP total per long rest
- Can spend 5 HP to cure one disease or poison instead
Bonus Actions
- Cast certain spells (Wrathful Smite, Thunderous Smite, Branding Smite)
- Use Lay on Hands (if DM allows as bonus action)
Reactions
- Opportunity Attack: When enemy leaves your reach without Disengaging
- Hellish Rebuke (once per long rest, racial): When damaged, deal 2d10 fire damage to attacker
Passive Abilities (Always On)
- Aura of Protection: All allies within 10 feet add +3 to saving throws
- Divine Sense: Detect celestials, fiends, and undead within 60 feet (3/long rest)
SOCIAL SITUATIONS - How Can I Interact?
Skill Proficiencies:
- Intimidation: +6 (great for threats and commanding presence)
- Persuasion: +6 (great for diplomacy and negotiation)
- Athletics: +6 (climbing, swimming, grappling, pushing)
- Religion: +3 (knowledge of gods and religious practices)
Special Abilities:
- Zone of Truth: Force honesty in interrogations (2nd-level spell)
- Divine Sense: Detect if someone is a fiend, celestial, or undead
- Commanding Presence: Your oath gives you authority when dealing with evil
Roleplay Strengths:
- Natural leader and voice of justice
- Can be intimidating when needed
- Devoted to Athena - wisdom and strategic warfare
- Seeks vengeance against evildoers
EXPLORATION - How Can I Help Outside Combat?
Skills for Exploration:
- Perception: +2 (passive 12) - spotting hidden things
- Investigation: +0 (passive 10) - searching and analyzing
- Athletics: +6 - climbing, jumping, swimming
Spells Useful Outside Combat:
- Detect Magic (ritual) - See magical auras within 30 feet
- Detect Poison and Disease - Identify poisons and diseases nearby
- Lesser Restoration - Cure diseases and certain conditions
- Find Steed (when you learn it at level 9) - Summon a loyal mount
Movement:
- Speed: 30 feet per turn
- Mounted Combat: Proficient with all mounts
Other Abilities:
- Divine Sense: 60-ft radius detection of celestials, fiends, undead (3/long rest)
- Lay on Hands: Can cure diseases and poisons
RESOURCE MANAGEMENT
| Resource | Total Available | Recharges On |
|---|---|---|
| Spell Slots (1st) | 4 slots | Long Rest |
| Spell Slots (2nd) | 3 slots | Long Rest |
| Lay on Hands | 35 HP | Long Rest |
| Channel Divinity | 1 use | Short or Long Rest |
| Divine Sense | 4 uses | Long Rest |
| Hellish Rebuke | 1 use | Long Rest |
Important:
- Your spell slots fuel BOTH your spells AND Divine Smite
- Divine Smite happens AFTER you hit (never wasted on a miss)
- Aura of Protection is always on - no resource needed
COMMON TACTICS
1. The Nova Strike (Boss Killer)
- Use Channel Divinity: Vow of Enmity on the biggest threat
- Attack with advantage (from Vow of Enmity)
- When you hit, use Divine Smite with your highest spell slot
- On a critical hit, this can deal 50+ damage in one strike
2. The Protector (Team Player)
- Stand in front of squishy allies
- Your Aura of Protection gives everyone +3 to saves within 10 feet
- Use Lay on Hands to keep allies up
- Cast Bless before big fights to help everyone hit
3. The Smite Machine (Sustained Damage)
- Use bonus action smite spells (Wrathful, Thunderous, Branding)
- Attack normally
- Save Divine Smite for when you crit or really need damage
- This conserves spell slots while still dealing extra damage
4. The Controller (Lockdown)
- Use Channel Divinity: Abjure Enemy on dangerous foes
- Reduce their speed to 0 (if fiend/undead) or frighten them
- Let allies pile on while they're disabled
- Great for enemy spellcasters
5. The Interrogator (Information Gathering)
- Cast Zone of Truth before questioning prisoners
- Use Intimidation (+6) to frighten them into talking
- Use Divine Sense to detect if they're undead/fiends in disguise
- Follow up with Persuasion if needed
QUICK REFERENCE
On Your Turn, Usually Do One Of These:
- Attack with longsword + Divine Smite (if it hits)
- Cast Bless before a big fight
- Use Channel Divinity: Vow of Enmity, then attack with advantage
- Heal an ally with Lay on Hands
- Cast a bonus action smite spell, then attack
Remember:
- You can ONLY use Divine Smite on MELEE weapon attacks
- Divine Smite happens AFTER you know you hit
- Your aura helps everyone - position yourself near allies
- You're durable - don't be afraid to take hits for the team