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Major rewrite for Level 8 rebuild: now Shadar-kai single-class Rogue (Raven's Shadow), INT-based subclass casting, Sneak Attack 4d6, Reaper's Strike, Soul Tokens, Cunning Strike, updated stats/skills/items/tactics
 
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''This is a beginner-friendly guide for playing Gootcha. For full character details, see [[Gootcha]].''
= Gootcha Zinnoa - Player Guide =
 
'''Gootcha''' is a '''Level 8 Shadar-kai Rogue''' (Raven's Shadow) with the Scribe background. Gootcha is a member of the Harpers and a sworn servant of the Raven Queen.
 
''This guide reflects Gootcha's current Level 8 rebuild. She is no longer a Half-Elf Rogue/Warlock - she is now a single-class Shadar-kai Rogue with the homebrew '''Raven's Shadow''' subclass. Her magic now runs on INTELLIGENCE through the subclass (not Warlock Pact Magic), her former Strength build is gone (STR is now her dump stat), and she has gained the Raven Queen's soul-token mechanics.''


== Overview ==
== Overview ==
 
'''Role in the Party:''' Stealth Striker, Skill/Knowledge Specialist, Anti-Heal Assassin, Utility Caster
'''Role in the Party:''' Stealth Expert, Scout & Single-Target Damage Dealer


'''Core Strengths:'''
'''Core Strengths:'''
* Massive damage with Sneak Attack (3d6 extra)
* High burst damage (Sneak Attack 4d6 necrotic + Reaper's Strike anti-healing)
* Incredible mobility with Cunning Action
* Best infiltrator in the party (Stealth +10, Sleight of Hand +10, expertise)
* Can scout ahead safely with stealth expertise
* Elite knowledge/finder skills (Arcana +9, Investigation +9, Perception +7 - all expertise; Reliable Talent)
* Versatile combat options (melee and ranged)
* Surprisingly durable for a rogue (Uncanny Dodge, Evasion, Necrotic Resistance, Blessing of the Raven Queen)
* Eldritch powers for magical versatility
* INT-based subclass spellcasting from the necromancy/illusion lists
* Can deal damage beyond death with Phantom abilities
* Soul Tokens grant rare, game-bending Raven Queen effects
* A raven familiar for scouting and advantage setups


'''Key Stats to Know:'''
'''Core Stats:'''
* '''AC:''' ~16 (leather armor + Dex)
* '''AC:''' 18 (Vaartox Studded Leather + DEX + Cloak of Protection)
* '''HP:''' ~45 (moderately fragile - avoid direct hits)
* '''HP:''' 59 (Max)
* '''Sneak Attack:''' 3d6 extra damage (once per turn)
* '''Speed:''' 30 ft
* '''Spell Slots:''' 2 slots (Pact Magic, recharge on short rest)
* '''Initiative:''' +4
* '''Skills:''' Many proficiencies + Expertise in key skills
* '''Proficiency Bonus:''' +3


== COMBAT - What Can I Do On My Turn? ==
'''Ability Scores:'''
* STR 8 (-1) | DEX 19 (+4) | CON 14 (+2)
* INT 16 (+3) | WIS 12 (+1) | CHA 10 (+0)


=== Your Turn (Main Action) ===
'''Saving Throws:'''
* Strength: +1
* Dexterity: +9 (Evasion; Advantage on DEX saves)
* Constitution: +4
* Intelligence: +8 (proficient)
* Wisdom: +3
* Charisma: +2
* Special: Advantage vs Charm (Fey Ancestry); +1 to all saves (Cloak of Protection, included above); Resistances to Cold, Fire, and Necrotic damage


'''1. Rapier Attack (Melee)'''
'''Spell Save DC:''' 14 | '''Spell Attack Bonus:''' +6 | '''Spellcasting Ability:''' Intelligence (+3)
* '''To hit:''' +7 (high accuracy)
* '''Damage:''' 1d8+4 piercing
* '''+ Sneak Attack:''' Add 3d6 damage if you have advantage OR an ally is within 5 feet of target
* '''Total damage with Sneak Attack:''' Averages 18-20 damage per hit
* '''When to use:''' When you can get Sneak Attack damage


'''2. Shortbow Attack (Ranged)'''
== COMBAT - What Can I Do On My Turn? ==
* '''To hit:''' +7 (high accuracy)
* '''Damage:''' 1d6+4 piercing
* '''Range:''' 80 feet (320 feet max)
* '''+ Sneak Attack:''' Add 3d6 damage (same conditions as melee)
* '''When to use:''' When staying at range is safer, or when flanking isn't available


'''3. Hex Blade Attack (Pact Weapon)'''
=== Weapon Attacks ===
* Your pact weapon can be summoned as a bonus action
{| class="wikitable"
* Attacks use Charisma instead of Dex/Str (if you chose that invocation)
! Weapon !! Attack Bonus !! Damage Roll !! Type !! Range !! Mastery / Properties
* Can be any weapon you're proficient with
|-
* Disappears if you dismiss it or summon a different weapon
| '''Shadowfell Crossbow, Light''' || +8 || 1d8+5 (+4d6 Sneak Attack) || Piercing || 80/320 ft || Slow; Ammunition, Loading, Two-Handed
|-
| '''Assassins Shortbow''' || +7 || 1d6+4 (+4d6 Sneak Attack) || Piercing || 80/320 ft || '''Vex''' (hit = Advantage on next attack vs target); Ammunition, Two-Handed
|}
'''Note:''' Gootcha is now a '''ranged/finesse rogue with DEX 19''' and a near-useless Strength (8). Do not melee with heavy weapons - your crossbow and shortbow are your real tools. With Crossbow Expert you ignore Loading and have no disadvantage firing in melee.


'''4. Cast a Spell (Warlock Spells)'''
'''Attack/Damage Breakdown (Shadowfell Crossbow):''' +4 DEX, +3 Proficiency, +1 magic = '''+8 to hit'''; 1d8 +4 DEX +1 magic = '''1d8+5'''.


'''Offensive Spells:'''
=== Sneak Attack (YOUR BREAD AND BUTTER) ===
* '''Eldritch Blast''' (cantrip, ranged) - 1d10 force damage per beam (2 beams at your level), range 120 ft
'''Sneak Attack Damage: 4d6''' (Rogue 8, average 14). Once per turn, with a Finesse or Ranged weapon, when you have Advantage OR an ally is within 5 ft of the target (and you don't have Disadvantage).
* '''Hex''' (1st level, bonus action) - Curse a target, add 1d6 necrotic to each hit, lasts up to 1 hour
* '''Reaper's Strike (subclass):''' When you deal Sneak Attack damage you may make it '''Necrotic''' AND/OR make the target '''unable to regain hit points until the start of your next turn.''' The anti-healing rider is huge against trolls, clerics, vampires, and any self-healing boss.
* '''Hellish Rebuke''' (racial, 1/long rest) - When damaged, reaction to deal 2d10 fire damage
* '''How to turn it on every turn:''' Steady Aim (bonus action, Advantage if you didn't move), Cunning Action: Hide, your Vex shortbow, your raven's Help action, Hex of the Fated, or simply standing near a frontline ally.
* '''Arms of Hadar''' (1st level) - 10-ft radius, 2d6 necrotic damage to all creatures


'''Utility Spells:'''
=== Cunning Strike (NEW - spend Sneak Attack dice for riders) ===
* '''Misty Step''' (if known) - Teleport 30 feet as a bonus action
When you deal Sneak Attack damage you can trade dice for an effect (remove the die before rolling):
* '''Invisibility''' (if known) - Turn invisible until you attack or cast
{| class="wikitable"
* '''Darkness''' (if known) - Create magical darkness in 15-ft radius
! Effect !! Cost !! Result
|-
| '''Poison''' || 1d6 || DC 15 CON save or Poisoned 1 min (needs Poisoner's Kit - you are proficient)
|-
| '''Trip''' || 1d6 || Large or smaller: DC 15 DEX save or Prone
|-
| '''Withdraw''' || 1d6 || Move up to half your Speed with no Opportunity Attacks
|}
'''Tip:''' Trip is great to set up Advantage for the party; Withdraw keeps you safe after a kill; Poison adds soft control. You sacrifice a little damage for control - usually worth it once a target is already low.


'''5. Use Special Rogue Abilities'''
=== Subclass Magic - Raven's Shadow Spellcasting ===
Gootcha's spells come from the Raven's Shadow subclass and use '''Intelligence''' (DC 14, +6 to hit). Cantrips are from the wizard list; leveled spells are necromancy/illusion. She has '''4 first-level and 2 second-level slots'''.
'''Cantrips (at will):'''
{| class="wikitable"
! Cantrip !! Effect !! When to Use
|-
| '''Chill Touch''' || 2d10 necrotic (touch range), target can't regain HP || Anti-heal poke; pairs with Reaper's Strike theme
|-
| '''Raven's Reach''' || 1d10 necrotic, 120 ft (rolls count of 2) || Primary ranged cantrip; works with Queen's Guidance
|-
| '''Mage Hand''' || Telekinetic utility || Traps, levers, fetching
|}
'''Prepared Spells:'''
{| class="wikitable"
! Spell !! Level !! Cast Time !! Effect !! Save !! When to Use
|-
| '''Hex (Hex of the Fated)''' || 1st || 1 Bonus Action || +1d6 necrotic per hit; '''target also has Disadvantage on saves of the chosen ability''' || None (Conc.) || Open big fights; pick the ability your control spells will target
|-
| '''Cause Fear''' || 1st || 1 Action || Frighten a creature || WIS 14 || Shut down a melee bruiser
|-
| '''Color Spray''' || 1st || 1 Action || Blind creatures (HP-total effect) || - || Burst-blind a cluster; blinded = you get Advantage
|-
| '''Ray of Sickness''' || 1st || 1 Action || 2d8 poison + possible Poisoned || CON 14 || Ranged damage + debuff
|-
| '''Tasha's Hideous Laughter''' || 1st || 1 Action || Prone + Incapacitated || WIS 14 || Hard control on one enemy
|-
| '''Mage Armor''' || 1st || 1 Action || Base AC 13+DEX (not needed - you wear armor) || - || Backup if disarmed of armor
|-
| '''Find Familiar''' || 1st (ritual, free) || - || Summon your raven || - || Always have it out - scouting + Help for Advantage
|-
| '''Ray of Enfeeblement''' || 2nd || 1 Action || Halve target's STR-weapon damage || CON 14 || Neuter a melee boss
|-
| '''Silence''' || 2nd || 1 Action || No sound in 20 ft sphere || None (Conc.) || Hard-counter enemy casters; stealth
|}
'''Hex of the Fated synergy:''' Cast Hex and name (e.g.) Wisdom - now the target has Disadvantage on WIS saves, so your Cause Fear / Tasha's / Hypnotic Pattern land far more reliably. This is your signature combo.
 
=== Raven's Shadow Subclass Features ===
{| class="wikitable"
! Feature !! Effect !! Notes
|-
| '''Death's Companion''' || Raven familiar (ritual Find Familiar, free); telepathic bond + see through its senses within 100 ft || Scout ahead; have it Help an ally/you for Advantage = free Sneak Attack
|-
| '''Reaper's Strike''' || Sneak Attack can become Necrotic and/or stop the target from healing until your next turn || Anti-heal is your niche vs regenerating/healing foes
|-
| '''Hex of the Fated''' || Hex always prepared, cast with a rogue slot; adds Disadvantage on saves of the chosen ability || Force-multiplies your control spells
|-
| '''Pact of the Raven Queen''' || '''Soul Reaper:''' a creature you drop to 0 with Sneak Attack has its soul claimed (only wish/Divine Intervention can revive). '''Tokens of the Damned:''' claim Soul Tokens from "cheaters of death" || See Soul Tokens below
|}


'''Tokens of the Departed (Phantom Feature):'''
=== Soul Tokens (Your Signature Resource) ===
* When a creature you can see dies within 30 feet, you gain one soul trinket
Soul Tokens are rare trophies taken when you kill a creature that previously escaped death (resurrected beings, liches, vampires, pact-bound creatures, etc. - DM's call). You can hold up to '''your character level (8)'''. '''You currently hold 2:''' ''Lord Valtheran'' (a bronze coin) and the ''Nameless Assassin'' (a black crossbow bolt). Spend one (usually an Action) for one of:
* You can have maximum proficiency bonus (currently 3) trinkets at once
{| class="wikitable"
* '''Uses:'''
! Effect !! What It Does
  * Ask the dead one question (trinket destroyed)
|-
  * Grant advantage on death save or attack/ability check (trinket destroyed)
| '''The Raven Queen's Counsel''' || Ask the goddess one question about past/present/any future; answered truthfully and in detail
  * Use Wails from the Grave for extra damage
|-
| '''Stolen Vitality''' || Regain ALL spell slots, OR all Hit Dice, OR full HP, OR remove diseases/curses/exhaustion (you or an ally you touch)
|-
| '''Reaper's Verdict''' || On a Sneak Attack hit: auto-crit with '''maximized''' dice + 2x rogue level necrotic; a kill delivers the soul to the Queen
|-
| '''Threshold Walk''' || Plane shift (Material/Shadowfell/Ethereal) for up to 7, or teleport the group to any place you can picture
|-
| '''The Queen's Veto''' || Reaction: a creature within 60 ft that would drop to 0/die is instead healed to half max HP (revives the recently dead too) - at a price
|}
'''Use them wisely.''' These are some of the most powerful options any party member has. Counsel = plot solver. Stolen Vitality = a free short/long rest mid-dungeon. Reaper's Verdict = "delete the boss" button. Queen's Veto = a party member's life-insurance. Don't sit on all of them forever, but they don't recharge - they're earned.


'''Wails from the Grave:'''
=== Defensive Abilities ===
* When you deal Sneak Attack damage, deal half that damage (rounded up) to another creature within 30 feet
{| class="wikitable"
* '''Example:''' Sneak Attack for 14 damage → deal 7 necrotic to a second target nearby
! Ability !! Effect !! Resource !! When to Use
* Can use soul trinket to use this even if you've already used it this turn
|-
| '''Uncanny Dodge''' || Halve damage from one attack you can see || Reaction, 1/round || Big hits
|-
| '''Evasion''' || DEX save for half = take none on success, half on fail || Always || Fireballs, breath weapons
|-
| '''Blessing of the Raven Queen''' || Teleport 30 ft + resistance to ALL damage until your next turn || 3/Long Rest || Escape, reposition, tank a hit
|-
| '''Necrotic Resistance''' || Resistance to necrotic damage || Always || Shadar-kai trait
|-
| '''Cloak of Protection''' || +1 AC and +1 to all saves || Attuned || Always on
|-
| '''Ring of Warmth''' || Cold resistance; tolerate cold environments || Attuned || Cold climates / cold damage
|-
| '''Advantage on DEX Saves / vs Charm''' || Racial traits || Always || Traps, charms
|}


=== Bonus Actions ===
=== Bonus Actions ===
 
{| class="wikitable"
* '''Cunning Action:''' Dash, Disengage, or Hide (THIS IS YOUR BEST FRIEND)
! Ability !! Effect !! Resource
  * '''Dash:''' Double your movement (60 feet total)
|-
  * '''Disengage:''' Leave melee without provoking attacks
| '''Steady Aim''' || Advantage on next attack this turn (if you haven't moved; Speed becomes 0) || Always (don't-move tradeoff)
  * '''Hide:''' Attempt to hide (even in combat if obscured)
|-
* '''Hex:''' Curse a target for extra damage
| '''Cunning Action: Hide / Dash / Disengage''' || Reposition / hide for Advantage / escape || Always
* '''Summon Pact Weapon:''' Create your hex weapon
|-
* '''Misty Step:''' Teleport if you know this spell
| '''Hex''' || Mark target, +1d6 necrotic + save Disadvantage || Rogue slot or Patron's Signet charge
|-
| '''Blessing of the Raven Queen''' || Teleport 30 ft + resistance || 3/LR
|-
| '''Expeditious Retreat / Shadow Blade''' || Dash each turn / conjure a 2d8 psychic advantage-blade || Ring / Patron's Signet charges
|}


=== Reactions ===
=== Reactions ===
 
{| class="wikitable"
* '''Opportunity Attack:''' When enemy leaves your reach without Disengaging
! Reaction !! Trigger !! Effect
* '''Hellish Rebuke:''' When hit, burn the attacker (racial trait, 1/long rest)
|-
* '''Uncanny Dodge:''' When hit by an attack you can see, use reaction to halve damage (AMAZING SURVIVABILITY)
| '''Uncanny Dodge''' || Hit by a visible attack || Halve the damage
|-
| '''Opportunity Attack''' || Enemy leaves reach || Melee attack
|-
| '''The Queen's Veto''' || Ally/you would hit 0 HP within 60 ft || Spend a Soul Token to heal them to half max
|}


=== Passive Abilities (Always On) ===
=== Passive Abilities (Always On) ===
{| class="wikitable"
! Ability !! Effect
|-
| '''Sneak Attack''' || +4d6 (necrotic via Reaper's Strike) once per turn when conditions met
|-
| '''Reliable Talent''' || Treat any d20 of 9 or lower as a 10 on proficient skill/tool checks
|-
| '''Evasion''' || No damage on a successful DEX save for half
|-
| '''Expertise''' || Double proficiency: Stealth, Sleight of Hand, Investigation, Perception, Arcana
|-
| '''Crossbow Expert''' || Ignore Loading; no disadvantage firing in melee; dual-wield damage rider
|-
| '''Darkvision''' || 60 ft
|-
| '''Trance''' || 4-hour rest; gain 2 weapon/tool proficiencies each long rest
|}


* '''Sneak Attack:''' Once per turn, add 3d6 damage when you have advantage or an ally is within 5 feet of target
== SOCIAL SITUATIONS ==
* '''Evasion:''' When you make a Dex save, take half damage on fail, no damage on success
''Important change: Charisma is now 10 (+0) - Gootcha is no longer the party face she was as a Charlatan/Warlock. Her social value now comes from INTELLIGENCE skills, deception via disguises, and information.''
* '''Expertise:''' Double proficiency in selected skills (usually Stealth and one other)
* '''Darkvision:''' See in dim light as bright, darkness as dim light (60 feet)
* '''Whispers of the Dead:''' Gain proficiency in skill/tool of your choice for 1 hour (1/short rest)


== SOCIAL SITUATIONS - How Can I Interact? ==
=== Skill Bonuses ===
 
{| class="wikitable"
'''Skill Proficiencies (with likely high modifiers):'''
! Skill !! Bonus !! Notes
* '''Stealth:''' +9 or higher with Expertise (best in party for sneaking)
|-
* '''Deception:''' +6-8 (great for lying and disguises)
| '''Sleight of Hand (DEX)''' || +10 || Expertise - pickpocket, palm, plant evidence
* '''Sleight of Hand:''' +7 (pickpocketing, palming items)
|-
* '''Perception:''' +5 (spotting hidden things)
| '''Stealth (DEX)''' || +10 || Expertise - best sneak in the party
* '''Insight:''' +5 (detecting lies and motives)
|-
* '''Persuasion or Intimidation:''' Moderate (depending on build)
| '''Arcana (INT)''' || +9 || Expertise (Harper Initiate) - magic lore
* '''Acrobatics:''' +7 (tumbling, balancing, escaping bonds)
|-
 
| '''Investigation (INT)''' || +9 || Expertise - find clues, hidden things
'''Special Abilities:'''
|-
* '''Whispers of the Dead:''' Temporarily gain proficiency in any skill or tool for 1 hour
| '''Perception (WIS)''' || +7 || Expertise - notice everything
  * '''Example uses:''' Learn Forgery Kit proficiency to fake documents, learn Navigator's Tools for sea voyage
|-
* '''Tokens of the Departed:''' Ask a soul trinket one question about its life
| '''Acrobatics (DEX)''' || +7 || Tumble, balance, escape grapples
* '''Thieves' Cant:''' Secret language of rogues - communicate with other rogues covertly
|-
 
| '''Nature (INT)''' || +6 || Proficient (Scribe)
'''Roleplay Strengths:'''
|-
* Master of stealth and infiltration
| '''Insight (WIS)''' || +4 || Read people
* Can gather information unseen
|-
* Skilled liar and manipulator
| '''Deception / Performance (CHA)''' || +3 || Proficient despite CHA 0
* Connections to underworld through Harper faction
|-
* Can speak to the dead (via tokens)
| '''History / Religion (INT)''' || +3 || Knowledge
|-
| '''Persuasion / Intimidation (CHA)''' || +0 || Avoid leading with these
|}
'''Reliable Talent:''' On any of the skills above you can't roll below a 10 on the die - so your expertise skills (Stealth/Sleight/Arcana/Investigation +9/+10) effectively never fail at routine tasks.


== EXPLORATION - How Can I Help Outside Combat? ==
=== Passive Scores ===
* '''Passive Investigation:''' 19 (elite - you spot hidden things automatically)
* '''Passive Perception:''' 17
* '''Passive Insight:''' 14


'''Skills for Exploration:'''
=== How to Contribute Socially (with CHA 0) ===
* '''Stealth:''' +9+ with Expertise - best scout in the party
* '''Be the spy, not the diplomat.''' Disguise Self (Harpers Ring) + your Deception proficiency lets you BE someone else rather than out-talk people. Infiltration is your lane.
* '''Perception:''' +5 (passive likely 15+) - spotting traps, hidden doors, ambushes
* '''Be the lore engine.''' Arcana +9, Investigation +9, History/Religion +3, plus The Raven Queen's Counsel (Soul Token) make you the party's answer to "what is this and how do we beat it?"
* '''Investigation:''' Moderate - searching rooms and finding clues
* '''Whispers / Trance proficiencies:''' Your Shadar-kai Trance grants two weapon/tool proficiencies each rest - pick what the situation needs.
* '''Sleight of Hand:''' +7 - disarming traps, picking locks, pickpocketing
* '''Thieves' Cant''' for covert messages.


'''Special Abilities:'''
=== Social Features ===
* '''Cunning Action (Hide):''' Can hide in combat and exploration, even with light cover
* '''Disguise Self''' (Harpers Signet Ring): become someone else for 1 hour
* '''Whispers of the Dead:''' Gain temporary tool proficiency
* '''The Raven Queen's Counsel''' (Soul Token): truthful answers to any one question
  * '''Uses:''' Thieves' Tools for locks, forgery kit, navigator's tools, disguise kit
* '''Scribe Background:''' calligraphy, forgery-adjacent document work
* '''Tokens of the Departed:''' Interrogate the dead for information
* '''Harpers Member:''' covert network access
* '''Darkvision:''' See in darkness without light
* '''Raven Familiar:''' eavesdrop and scout via telepathic bond


'''Utility Spells (if known):'''
=== Languages ===
* '''Invisibility:''' Perfect for scouting or infiltration
* Common, Draconic, Sylvan, Thieves' Cant
* '''Misty Step:''' Bypass locked doors, chasms, climb walls instantly
* '''Spider Climb:''' Walk on walls and ceilings (if you take this invocation)


'''Movement:'''
== EXPLORATION ==
* '''Speed:''' 30 feet normally, 60 feet with Cunning Action (Dash)
=== Movement & Senses ===
* '''Evasion:''' Great for avoiding traps that require Dex saves
* '''Walking Speed:''' 30 ft (40 with Expeditious Retreat / Cunning Action Dash up to 60)
* '''Uncanny Dodge:''' Survive surprise attacks and ambushes
* '''Darkvision:''' 60 ft
* '''Teleports:''' Blessing of the Raven Queen 30 ft (3/LR); Queen's Guidance 30 ft to a target (1/LR); Threshold Walk (Soul Token)
* '''Raven familiar:''' scout up to 100 ft via shared senses


'''Other Abilities:'''
=== Useful Exploration Abilities ===
* '''Thieves' Tools Proficiency:''' Pick locks and disarm mechanical traps
* '''Stealth +10 / Sleight of Hand +10''' (expertise + Reliable Talent)
* '''Light Armor Proficiency:''' Quiet movement with leather armor
* '''Investigation +9 / Perception +7''' (expertise) - find traps, doors, clues
* '''Fey Ancestry (Half-Elf):''' Advantage on saves vs charm, can't be magically put to sleep
* '''Disguise Self / Gaseous Form''' (Harpers Ring) - infiltrate, slip through gaps
* '''Find Familiar (ritual, free)''' - send the raven ahead
* '''Thieves' Tools, Poisoner's Kit, Calligrapher's Supplies''' (proficient)


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==
{| class="wikitable"
{| class="wikitable"
! Resource !! Total Available !! Recharges On
! Resource !! Total !! Recharge !! Notes
|-
| Sneak Attack || 4d6, 1/turn || Always || Use every turn
|-
| Cunning Action / Steady Aim || Unlimited || Always || Hide/Dash/Disengage or Advantage
|-
|-
| '''Warlock Spell Slots''' || 2 slots (2nd level) || '''Short or Long Rest''' (huge advantage!)
| Uncanny Dodge || 1/round || Always || Halve a big hit
|-
|-
| '''Sneak Attack''' || Unlimited || Once per turn (always available)
| Spell Slots (1st) || 4 || Long Rest || Hex, control, Ray of Sickness
|-
|-
| '''Cunning Action''' || Unlimited || Every turn
| Spell Slots (2nd) || 2 || Long Rest || Silence, Ray of Enfeeblement, upcasts
|-
|-
| '''Uncanny Dodge''' || Unlimited || Once per round (uses reaction)
| Blessing of the Raven Queen || 3 || Long Rest || Teleport + resistance
|-
|-
| '''Soul Trinkets''' || 3 maximum || Gain when creature dies near you
| Queen's Guidance || 1 || Long Rest || Teleport 30 ft to a target + Advantage on the attack action
|-
|-
| '''Whispers of the Dead''' || 1 use || Short or Long Rest
| The Patron's Signet || 5 charges || (item) || Hex / Shadow Blade / Hypnotic Pattern
|-
|-
| '''Hellish Rebuke''' || 1 use || Long Rest
| Harpers Signet Ring || 3 charges || Dawn || Disguise Self / Expeditious Retreat / Gaseous Form
|-
|-
| '''Wails from the Grave''' || 1 use/turn || Always available with Sneak Attack
| Soul Tokens || 2 held (max 8) || Earned only || Counsel / Stolen Vitality / Reaper's Verdict / Threshold Walk / Queen's Veto
|}
|}
'''Important Notes:'''
* **Warlock spell slots recharge on SHORT rest** - you can use spells liberally
* Sneak Attack recharges every turn - use it every single turn if possible
* Cunning Action is unlimited - Disengage/Hide/Dash freely
* Soul trinkets are limited but powerful - save for important moments
* Uncanny Dodge doesn't use a resource, just your reaction


== COMMON TACTICS ==
== COMMON TACTICS ==
=== Opening Combat (Turn 1) ===
'''Standard burst opening:'''
# '''Bonus Action:''' Steady Aim (Advantage, if you can hold position) or Cunning Action: Hide.
# '''Action:''' Shoot the Shadowfell Crossbow (+8). With Advantage you land Sneak Attack.
# '''Reaper's Strike:''' Make it necrotic + no healing on the target.
'''Control-first opening (vs a tough target):'''
# '''Bonus Action:''' Hex of the Fated, naming the save your follow-up will target (e.g. WIS).
# Next turns: Tasha's/Cause Fear/Hypnotic Pattern land with the target at Disadvantage, and every hit adds +1d6.


'''1. The Assassin Strike (Maximum Single-Target Damage)'''
=== During Combat - Striker Role ===
* Before combat: Cast Hex on priority target (lasts 1 hour)
* Get Advantage (Steady Aim, Hide, Vex shortbow, raven Help, Queen's Guidance) and land your one Sneak Attack per turn - it's ~14 damage on top of the weapon.
* Turn 1: Hide as bonus action (Cunning Action)
* Use '''Reaper's Strike's anti-heal''' on any boss that regenerates or has a healer.
* Turn 2: Attack from hiding with advantage
* Spend a die on '''Cunning Strike: Trip''' to knock a key enemy prone (party gets Advantage) or '''Withdraw''' to retreat safely after the shot.
* '''Damage:''' 1d8+4 (rapier) + 3d6 (Sneak Attack) + 1d6 (Hex) + half Sneak Attack to second target (Wails from the Grave)
* '''Queen's Guidance (1/LR):''' teleport up to 30 ft to a target and get Advantage on the whole attack action - a guaranteed Sneak Attack from nowhere.
* '''Average:''' 25-30 damage to primary target, 10-12 to secondary target in one turn


'''2. The Hit-and-Run (Survival in Melee)'''
=== Anti-Caster / Anti-Healer Playbook ===
* Move up to enemy
* '''Silence''' on an enemy spellcaster denies all Verbal-component spells (no save).
* Attack with rapier (Sneak Attack if ally nearby)
* '''Reaper's Strike / Chill Touch''' stop healing - shut down clerics, trolls, vampires.
* Bonus Action: Cunning Action (Disengage)
* '''Hex of the Fated''' + Cause Fear/Tasha's locks down a single dangerous caster.
* Move away to safety
* '''Why:''' You don't provoke opportunity attacks, and you're out of melee range for enemy turns


'''3. The Ranged Sniper (Safe Damage)'''
=== Boss Fight Tactics ===
* Stay 40-60 feet from combat
# Hex of the Fated turn 1; keep concentration.
* Attack with shortbow each turn
# Steady Aim each turn for reliable Sneak Attacks; apply Reaper's Strike anti-heal.
* Get Sneak Attack when allies are in melee with target
# Save '''Uncanny Dodge''' for the boss's biggest hit; '''Evasion''' covers AoE.
* If hit, use Uncanny Dodge to halve damage
# '''Blessing of the Raven Queen''' to teleport out of danger with resistance.
* If things get scary, use Misty Step or Cunning Action (Dash) to escape
# When the boss is low, consider '''Reaper's Verdict''' (Soul Token) for a maximized auto-crit to end it - especially apt against creatures that have cheated death.
* '''Why:''' Maximum safety while still dealing full Sneak Attack damage


'''4. The Scout (Information Gathering)'''
=== Multi-Enemy Tactics ===
* Before the party enters dangerous area, use Cunning Action (Hide) with Stealth Expertise
* '''Color Spray / Hypnotic Pattern''' (Patron's Signet) to blind/incapacitate a cluster.
* Scout ahead invisibly (if you have Invisibility spell) or with extreme stealth
* Blinded enemies grant you Advantage = Sneak Attack online.
* Report back on enemy numbers, positions, traps
* '''Cunning Strike: Trip''' to drop a runner; '''Withdraw''' to peel away.
* '''Why:''' Your +9+ Stealth makes you the best scout, and you have escape tools if discovered


'''5. The Interrogator (Dead or Alive)'''
=== Special Situations ===
* '''For living targets:''' Use Deception/Persuasion/Intimidation to extract info
* '''Surrounded:''' Cunning Action Disengage, Blessing of the Raven Queen, or Gaseous Form (ring).
* '''For dead targets:''' Use Token of the Departed to ask one question
* '''Can't get Sneak Attack:''' Steady Aim, send the raven to Help, or use a Vex hit to set up next turn.
* '''For reluctant targets:''' Threaten with phantom powers or use social skills
* '''Ally dying:''' The Queen's Veto (Soul Token) heals them to half max as a reaction; or Stolen Vitality to top the party off.
* '''Why:''' You can get information from sources others can't access
* '''Out of slots mid-dungeon:''' Stolen Vitality (Soul Token) restores all of them.
 
'''6. The Eldritch Sniper (Unlimited Ranged Damage)'''
* Stay at long range (100+ feet away)
* Cast Eldritch Blast each turn (cantrip = unlimited uses)
* 2 beams at 1d10+modifier each
* Add Hex for +1d6 per beam
* '''Damage per turn:''' ~20 without using spell slots or Sneak Attack
* '''Why:''' Great when Sneak Attack isn't available or you're conserving resources


== QUICK REFERENCE ==
== QUICK REFERENCE ==
=== Combat Priority Checklist ===
# Can I get Advantage (Steady Aim / Hide / raven Help / Vex)? Set up Sneak Attack.
# Should I Hex of the Fated first (control coming up)?
# Shoot with the crossbow/shortbow; apply Reaper's Strike (necrotic + no-heal).
# Spend a Sneak die on Trip/Withdraw/Poison if useful.
# Reaction: Uncanny Dodge a big hit; Queen's Veto to save a dying ally.


'''On Your Turn, Usually Do One Of These:'''
=== Key Numbers ===
# Attack with advantage or when ally nearby → Sneak Attack damage (3d6 extra)
* Shadowfell Crossbow: '''+8''', 1d8+5; Assassins Shortbow: '''+7''', 1d6+4 (Vex)
# Cast Hex (bonus action) → Attack with weapon (extra 1d6 per hit)
* Sneak Attack: '''4d6 necrotic''' (~14), once per turn
# Eldritch Blast → Reliable ranged damage without resources
* Spell Save DC '''14''' | Spell Attack '''+6''' | INT spellcasting (+3)
# Hide (Cunning Action) → Attack next turn with advantage
* AC '''18''' | HP '''59''' | Speed '''30 ft''' | Darkvision '''60 ft'''
# Attack → Cunning Action (Disengage) → Move away (hit-and-run)
* Passive Investigation '''19''' | Stealth/Sleight '''+10'''
 
'''Bonus Action Options (Pick One Per Turn):'''
* Cunning Action: Dash, Disengage, or Hide (MOST COMMON)
* Hex: Curse a target for +1d6 per hit
* Misty Step: Teleport 30 feet


'''Reaction Options:'''
=== Remember These Critical Things ===
* Uncanny Dodge: Halve damage from one attack (USE THIS OFTEN)
# '''You are a single-class Rogue now''' - no Warlock slots, no Pact of the Blade; magic is INT-based subclass casting.
* Opportunity Attack: Standard melee attack when enemy leaves reach
# '''Sneak Attack is 4d6 and once per turn''' - always set up Advantage.
* Hellish Rebuke: Burn attacker for 2d10 fire (once per long rest)
# '''Reaper's Strike stops healing''' - your anti-heal niche.
# '''Hex of the Fated + a control spell''' is your signature combo (save Disadvantage).
# '''Soul Tokens are precious''' - Counsel, Stolen Vitality, Reaper's Verdict, Queen's Veto.
# '''Steady Aim costs your movement''' - line up the shot first.
# '''STR is 8''' - never melee with brute weapons; stay ranged and finesse.


'''Remember:'''
=== Common Mistakes to Avoid ===
* Sneak Attack works ONCE PER TURN (not once per round - can use on reactions too!)
# Playing her like the old Warlock build (Pact weapon, Hellish Rebuke, CHA face) - that character is gone.
* You can use Sneak Attack with ranged OR melee attacks
# Forgetting Sneak Attack or attacking twice for less total damage.
* You need advantage OR an ally within 5 feet of the target
# Moving and then trying to use Steady Aim (it requires you stay put).
* Cunning Action is your bread and butter - use it every turn
# Hoarding every Soul Token forever - use Stolen Vitality / Veto when the party needs it.
* Uncanny Dodge can save your life - don't forget your reaction
# Meleeing with STR 8.
* Warlock slots recharge on SHORT rest - use them more freely than other casters
# Forgetting the raven - it's free scouting and a free Help/Advantage setup.
* Wails from the Grave lets you damage TWO targets when you Sneak Attack


[[Category:Player Resources]]
[[Category:Player Characters]]
[[Category:Player Characters]]
[[Category:Player Guides]]

Latest revision as of 21:37, 30 May 2026

Gootcha Zinnoa - Player Guide

Gootcha is a Level 8 Shadar-kai Rogue (Raven's Shadow) with the Scribe background. Gootcha is a member of the Harpers and a sworn servant of the Raven Queen.

This guide reflects Gootcha's current Level 8 rebuild. She is no longer a Half-Elf Rogue/Warlock - she is now a single-class Shadar-kai Rogue with the homebrew Raven's Shadow subclass. Her magic now runs on INTELLIGENCE through the subclass (not Warlock Pact Magic), her former Strength build is gone (STR is now her dump stat), and she has gained the Raven Queen's soul-token mechanics.

Overview

Role in the Party: Stealth Striker, Skill/Knowledge Specialist, Anti-Heal Assassin, Utility Caster

Core Strengths:

  • High burst damage (Sneak Attack 4d6 necrotic + Reaper's Strike anti-healing)
  • Best infiltrator in the party (Stealth +10, Sleight of Hand +10, expertise)
  • Elite knowledge/finder skills (Arcana +9, Investigation +9, Perception +7 - all expertise; Reliable Talent)
  • Surprisingly durable for a rogue (Uncanny Dodge, Evasion, Necrotic Resistance, Blessing of the Raven Queen)
  • INT-based subclass spellcasting from the necromancy/illusion lists
  • Soul Tokens grant rare, game-bending Raven Queen effects
  • A raven familiar for scouting and advantage setups

Core Stats:

  • AC: 18 (Vaartox Studded Leather + DEX + Cloak of Protection)
  • HP: 59 (Max)
  • Speed: 30 ft
  • Initiative: +4
  • Proficiency Bonus: +3

Ability Scores:

  • STR 8 (-1) | DEX 19 (+4) | CON 14 (+2)
  • INT 16 (+3) | WIS 12 (+1) | CHA 10 (+0)

Saving Throws:

  • Strength: +1
  • Dexterity: +9 (Evasion; Advantage on DEX saves)
  • Constitution: +4
  • Intelligence: +8 (proficient)
  • Wisdom: +3
  • Charisma: +2
  • Special: Advantage vs Charm (Fey Ancestry); +1 to all saves (Cloak of Protection, included above); Resistances to Cold, Fire, and Necrotic damage

Spell Save DC: 14 | Spell Attack Bonus: +6 | Spellcasting Ability: Intelligence (+3)

COMBAT - What Can I Do On My Turn?

Weapon Attacks

Weapon Attack Bonus Damage Roll Type Range Mastery / Properties
Shadowfell Crossbow, Light +8 1d8+5 (+4d6 Sneak Attack) Piercing 80/320 ft Slow; Ammunition, Loading, Two-Handed
Assassins Shortbow +7 1d6+4 (+4d6 Sneak Attack) Piercing 80/320 ft Vex (hit = Advantage on next attack vs target); Ammunition, Two-Handed

Note: Gootcha is now a ranged/finesse rogue with DEX 19 and a near-useless Strength (8). Do not melee with heavy weapons - your crossbow and shortbow are your real tools. With Crossbow Expert you ignore Loading and have no disadvantage firing in melee.

Attack/Damage Breakdown (Shadowfell Crossbow): +4 DEX, +3 Proficiency, +1 magic = +8 to hit; 1d8 +4 DEX +1 magic = 1d8+5.

Sneak Attack (YOUR BREAD AND BUTTER)

Sneak Attack Damage: 4d6 (Rogue 8, average 14). Once per turn, with a Finesse or Ranged weapon, when you have Advantage OR an ally is within 5 ft of the target (and you don't have Disadvantage).

  • Reaper's Strike (subclass): When you deal Sneak Attack damage you may make it Necrotic AND/OR make the target unable to regain hit points until the start of your next turn. The anti-healing rider is huge against trolls, clerics, vampires, and any self-healing boss.
  • How to turn it on every turn: Steady Aim (bonus action, Advantage if you didn't move), Cunning Action: Hide, your Vex shortbow, your raven's Help action, Hex of the Fated, or simply standing near a frontline ally.

Cunning Strike (NEW - spend Sneak Attack dice for riders)

When you deal Sneak Attack damage you can trade dice for an effect (remove the die before rolling):

Effect Cost Result
Poison 1d6 DC 15 CON save or Poisoned 1 min (needs Poisoner's Kit - you are proficient)
Trip 1d6 Large or smaller: DC 15 DEX save or Prone
Withdraw 1d6 Move up to half your Speed with no Opportunity Attacks

Tip: Trip is great to set up Advantage for the party; Withdraw keeps you safe after a kill; Poison adds soft control. You sacrifice a little damage for control - usually worth it once a target is already low.

Subclass Magic - Raven's Shadow Spellcasting

Gootcha's spells come from the Raven's Shadow subclass and use Intelligence (DC 14, +6 to hit). Cantrips are from the wizard list; leveled spells are necromancy/illusion. She has 4 first-level and 2 second-level slots. Cantrips (at will):

Cantrip Effect When to Use
Chill Touch 2d10 necrotic (touch range), target can't regain HP Anti-heal poke; pairs with Reaper's Strike theme
Raven's Reach 1d10 necrotic, 120 ft (rolls count of 2) Primary ranged cantrip; works with Queen's Guidance
Mage Hand Telekinetic utility Traps, levers, fetching

Prepared Spells:

Spell Level Cast Time Effect Save When to Use
Hex (Hex of the Fated) 1st 1 Bonus Action +1d6 necrotic per hit; target also has Disadvantage on saves of the chosen ability None (Conc.) Open big fights; pick the ability your control spells will target
Cause Fear 1st 1 Action Frighten a creature WIS 14 Shut down a melee bruiser
Color Spray 1st 1 Action Blind creatures (HP-total effect) - Burst-blind a cluster; blinded = you get Advantage
Ray of Sickness 1st 1 Action 2d8 poison + possible Poisoned CON 14 Ranged damage + debuff
Tasha's Hideous Laughter 1st 1 Action Prone + Incapacitated WIS 14 Hard control on one enemy
Mage Armor 1st 1 Action Base AC 13+DEX (not needed - you wear armor) - Backup if disarmed of armor
Find Familiar 1st (ritual, free) - Summon your raven - Always have it out - scouting + Help for Advantage
Ray of Enfeeblement 2nd 1 Action Halve target's STR-weapon damage CON 14 Neuter a melee boss
Silence 2nd 1 Action No sound in 20 ft sphere None (Conc.) Hard-counter enemy casters; stealth

Hex of the Fated synergy: Cast Hex and name (e.g.) Wisdom - now the target has Disadvantage on WIS saves, so your Cause Fear / Tasha's / Hypnotic Pattern land far more reliably. This is your signature combo.

Raven's Shadow Subclass Features

Feature Effect Notes
Death's Companion Raven familiar (ritual Find Familiar, free); telepathic bond + see through its senses within 100 ft Scout ahead; have it Help an ally/you for Advantage = free Sneak Attack
Reaper's Strike Sneak Attack can become Necrotic and/or stop the target from healing until your next turn Anti-heal is your niche vs regenerating/healing foes
Hex of the Fated Hex always prepared, cast with a rogue slot; adds Disadvantage on saves of the chosen ability Force-multiplies your control spells
Pact of the Raven Queen Soul Reaper: a creature you drop to 0 with Sneak Attack has its soul claimed (only wish/Divine Intervention can revive). Tokens of the Damned: claim Soul Tokens from "cheaters of death" See Soul Tokens below

Soul Tokens (Your Signature Resource)

Soul Tokens are rare trophies taken when you kill a creature that previously escaped death (resurrected beings, liches, vampires, pact-bound creatures, etc. - DM's call). You can hold up to your character level (8). You currently hold 2: Lord Valtheran (a bronze coin) and the Nameless Assassin (a black crossbow bolt). Spend one (usually an Action) for one of:

Effect What It Does
The Raven Queen's Counsel Ask the goddess one question about past/present/any future; answered truthfully and in detail
Stolen Vitality Regain ALL spell slots, OR all Hit Dice, OR full HP, OR remove diseases/curses/exhaustion (you or an ally you touch)
Reaper's Verdict On a Sneak Attack hit: auto-crit with maximized dice + 2x rogue level necrotic; a kill delivers the soul to the Queen
Threshold Walk Plane shift (Material/Shadowfell/Ethereal) for up to 7, or teleport the group to any place you can picture
The Queen's Veto Reaction: a creature within 60 ft that would drop to 0/die is instead healed to half max HP (revives the recently dead too) - at a price

Use them wisely. These are some of the most powerful options any party member has. Counsel = plot solver. Stolen Vitality = a free short/long rest mid-dungeon. Reaper's Verdict = "delete the boss" button. Queen's Veto = a party member's life-insurance. Don't sit on all of them forever, but they don't recharge - they're earned.

Defensive Abilities

Ability Effect Resource When to Use
Uncanny Dodge Halve damage from one attack you can see Reaction, 1/round Big hits
Evasion DEX save for half = take none on success, half on fail Always Fireballs, breath weapons
Blessing of the Raven Queen Teleport 30 ft + resistance to ALL damage until your next turn 3/Long Rest Escape, reposition, tank a hit
Necrotic Resistance Resistance to necrotic damage Always Shadar-kai trait
Cloak of Protection +1 AC and +1 to all saves Attuned Always on
Ring of Warmth Cold resistance; tolerate cold environments Attuned Cold climates / cold damage
Advantage on DEX Saves / vs Charm Racial traits Always Traps, charms

Bonus Actions

Ability Effect Resource
Steady Aim Advantage on next attack this turn (if you haven't moved; Speed becomes 0) Always (don't-move tradeoff)
Cunning Action: Hide / Dash / Disengage Reposition / hide for Advantage / escape Always
Hex Mark target, +1d6 necrotic + save Disadvantage Rogue slot or Patron's Signet charge
Blessing of the Raven Queen Teleport 30 ft + resistance 3/LR
Expeditious Retreat / Shadow Blade Dash each turn / conjure a 2d8 psychic advantage-blade Ring / Patron's Signet charges

Reactions

Reaction Trigger Effect
Uncanny Dodge Hit by a visible attack Halve the damage
Opportunity Attack Enemy leaves reach Melee attack
The Queen's Veto Ally/you would hit 0 HP within 60 ft Spend a Soul Token to heal them to half max

Passive Abilities (Always On)

Ability Effect
Sneak Attack +4d6 (necrotic via Reaper's Strike) once per turn when conditions met
Reliable Talent Treat any d20 of 9 or lower as a 10 on proficient skill/tool checks
Evasion No damage on a successful DEX save for half
Expertise Double proficiency: Stealth, Sleight of Hand, Investigation, Perception, Arcana
Crossbow Expert Ignore Loading; no disadvantage firing in melee; dual-wield damage rider
Darkvision 60 ft
Trance 4-hour rest; gain 2 weapon/tool proficiencies each long rest

SOCIAL SITUATIONS

Important change: Charisma is now 10 (+0) - Gootcha is no longer the party face she was as a Charlatan/Warlock. Her social value now comes from INTELLIGENCE skills, deception via disguises, and information.

Skill Bonuses

Skill Bonus Notes
Sleight of Hand (DEX) +10 Expertise - pickpocket, palm, plant evidence
Stealth (DEX) +10 Expertise - best sneak in the party
Arcana (INT) +9 Expertise (Harper Initiate) - magic lore
Investigation (INT) +9 Expertise - find clues, hidden things
Perception (WIS) +7 Expertise - notice everything
Acrobatics (DEX) +7 Tumble, balance, escape grapples
Nature (INT) +6 Proficient (Scribe)
Insight (WIS) +4 Read people
Deception / Performance (CHA) +3 Proficient despite CHA 0
History / Religion (INT) +3 Knowledge
Persuasion / Intimidation (CHA) +0 Avoid leading with these

Reliable Talent: On any of the skills above you can't roll below a 10 on the die - so your expertise skills (Stealth/Sleight/Arcana/Investigation +9/+10) effectively never fail at routine tasks.

Passive Scores

  • Passive Investigation: 19 (elite - you spot hidden things automatically)
  • Passive Perception: 17
  • Passive Insight: 14

How to Contribute Socially (with CHA 0)

  • Be the spy, not the diplomat. Disguise Self (Harpers Ring) + your Deception proficiency lets you BE someone else rather than out-talk people. Infiltration is your lane.
  • Be the lore engine. Arcana +9, Investigation +9, History/Religion +3, plus The Raven Queen's Counsel (Soul Token) make you the party's answer to "what is this and how do we beat it?"
  • Whispers / Trance proficiencies: Your Shadar-kai Trance grants two weapon/tool proficiencies each rest - pick what the situation needs.
  • Thieves' Cant for covert messages.

Social Features

  • Disguise Self (Harpers Signet Ring): become someone else for 1 hour
  • The Raven Queen's Counsel (Soul Token): truthful answers to any one question
  • Scribe Background: calligraphy, forgery-adjacent document work
  • Harpers Member: covert network access
  • Raven Familiar: eavesdrop and scout via telepathic bond

Languages

  • Common, Draconic, Sylvan, Thieves' Cant

EXPLORATION

Movement & Senses

  • Walking Speed: 30 ft (40 with Expeditious Retreat / Cunning Action Dash up to 60)
  • Darkvision: 60 ft
  • Teleports: Blessing of the Raven Queen 30 ft (3/LR); Queen's Guidance 30 ft to a target (1/LR); Threshold Walk (Soul Token)
  • Raven familiar: scout up to 100 ft via shared senses

Useful Exploration Abilities

  • Stealth +10 / Sleight of Hand +10 (expertise + Reliable Talent)
  • Investigation +9 / Perception +7 (expertise) - find traps, doors, clues
  • Disguise Self / Gaseous Form (Harpers Ring) - infiltrate, slip through gaps
  • Find Familiar (ritual, free) - send the raven ahead
  • Thieves' Tools, Poisoner's Kit, Calligrapher's Supplies (proficient)

RESOURCE MANAGEMENT

Resource Total Recharge Notes
Sneak Attack 4d6, 1/turn Always Use every turn
Cunning Action / Steady Aim Unlimited Always Hide/Dash/Disengage or Advantage
Uncanny Dodge 1/round Always Halve a big hit
Spell Slots (1st) 4 Long Rest Hex, control, Ray of Sickness
Spell Slots (2nd) 2 Long Rest Silence, Ray of Enfeeblement, upcasts
Blessing of the Raven Queen 3 Long Rest Teleport + resistance
Queen's Guidance 1 Long Rest Teleport 30 ft to a target + Advantage on the attack action
The Patron's Signet 5 charges (item) Hex / Shadow Blade / Hypnotic Pattern
Harpers Signet Ring 3 charges Dawn Disguise Self / Expeditious Retreat / Gaseous Form
Soul Tokens 2 held (max 8) Earned only Counsel / Stolen Vitality / Reaper's Verdict / Threshold Walk / Queen's Veto

COMMON TACTICS

Opening Combat (Turn 1)

Standard burst opening:

  1. Bonus Action: Steady Aim (Advantage, if you can hold position) or Cunning Action: Hide.
  2. Action: Shoot the Shadowfell Crossbow (+8). With Advantage you land Sneak Attack.
  3. Reaper's Strike: Make it necrotic + no healing on the target.

Control-first opening (vs a tough target):

  1. Bonus Action: Hex of the Fated, naming the save your follow-up will target (e.g. WIS).
  2. Next turns: Tasha's/Cause Fear/Hypnotic Pattern land with the target at Disadvantage, and every hit adds +1d6.

During Combat - Striker Role

  • Get Advantage (Steady Aim, Hide, Vex shortbow, raven Help, Queen's Guidance) and land your one Sneak Attack per turn - it's ~14 damage on top of the weapon.
  • Use Reaper's Strike's anti-heal on any boss that regenerates or has a healer.
  • Spend a die on Cunning Strike: Trip to knock a key enemy prone (party gets Advantage) or Withdraw to retreat safely after the shot.
  • Queen's Guidance (1/LR): teleport up to 30 ft to a target and get Advantage on the whole attack action - a guaranteed Sneak Attack from nowhere.

Anti-Caster / Anti-Healer Playbook

  • Silence on an enemy spellcaster denies all Verbal-component spells (no save).
  • Reaper's Strike / Chill Touch stop healing - shut down clerics, trolls, vampires.
  • Hex of the Fated + Cause Fear/Tasha's locks down a single dangerous caster.

Boss Fight Tactics

  1. Hex of the Fated turn 1; keep concentration.
  2. Steady Aim each turn for reliable Sneak Attacks; apply Reaper's Strike anti-heal.
  3. Save Uncanny Dodge for the boss's biggest hit; Evasion covers AoE.
  4. Blessing of the Raven Queen to teleport out of danger with resistance.
  5. When the boss is low, consider Reaper's Verdict (Soul Token) for a maximized auto-crit to end it - especially apt against creatures that have cheated death.

Multi-Enemy Tactics

  • Color Spray / Hypnotic Pattern (Patron's Signet) to blind/incapacitate a cluster.
  • Blinded enemies grant you Advantage = Sneak Attack online.
  • Cunning Strike: Trip to drop a runner; Withdraw to peel away.

Special Situations

  • Surrounded: Cunning Action Disengage, Blessing of the Raven Queen, or Gaseous Form (ring).
  • Can't get Sneak Attack: Steady Aim, send the raven to Help, or use a Vex hit to set up next turn.
  • Ally dying: The Queen's Veto (Soul Token) heals them to half max as a reaction; or Stolen Vitality to top the party off.
  • Out of slots mid-dungeon: Stolen Vitality (Soul Token) restores all of them.

QUICK REFERENCE

Combat Priority Checklist

  1. Can I get Advantage (Steady Aim / Hide / raven Help / Vex)? Set up Sneak Attack.
  2. Should I Hex of the Fated first (control coming up)?
  3. Shoot with the crossbow/shortbow; apply Reaper's Strike (necrotic + no-heal).
  4. Spend a Sneak die on Trip/Withdraw/Poison if useful.
  5. Reaction: Uncanny Dodge a big hit; Queen's Veto to save a dying ally.

Key Numbers

  • Shadowfell Crossbow: +8, 1d8+5; Assassins Shortbow: +7, 1d6+4 (Vex)
  • Sneak Attack: 4d6 necrotic (~14), once per turn
  • Spell Save DC 14 | Spell Attack +6 | INT spellcasting (+3)
  • AC 18 | HP 59 | Speed 30 ft | Darkvision 60 ft
  • Passive Investigation 19 | Stealth/Sleight +10

Remember These Critical Things

  1. You are a single-class Rogue now - no Warlock slots, no Pact of the Blade; magic is INT-based subclass casting.
  2. Sneak Attack is 4d6 and once per turn - always set up Advantage.
  3. Reaper's Strike stops healing - your anti-heal niche.
  4. Hex of the Fated + a control spell is your signature combo (save Disadvantage).
  5. Soul Tokens are precious - Counsel, Stolen Vitality, Reaper's Verdict, Queen's Veto.
  6. Steady Aim costs your movement - line up the shot first.
  7. STR is 8 - never melee with brute weapons; stay ranged and finesse.

Common Mistakes to Avoid

  1. Playing her like the old Warlock build (Pact weapon, Hellish Rebuke, CHA face) - that character is gone.
  2. Forgetting Sneak Attack or attacking twice for less total damage.
  3. Moving and then trying to use Steady Aim (it requires you stay put).
  4. Hoarding every Soul Token forever - use Stolen Vitality / Veto when the party needs it.
  5. Meleeing with STR 8.
  6. Forgetting the raven - it's free scouting and a free Help/Advantage setup.