Alexios/Player Guide

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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:

  1. Attack with longsword + Divine Smite (if it hits)
  2. Cast Bless before a big fight
  3. Use Channel Divinity: Vow of Enmity, then attack with advantage
  4. Heal an ally with Lay on Hands
  5. 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