Gootcha/Player Guide: Difference between revisions

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Updated to new tabular format for easier reference during gameplay
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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= Gootcha Zinnoa - Player Guide =
= Gootcha Zinnoa - Player Guide =


'''Gootcha''' is a '''Level 8 Wood Half-Elf''' ('''Rogue 6 / Warlock 2''') with the Charlatan background. Gootcha is a member of the Harpers.
'''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 Striker, Skill Specialist, Utility Caster


'''Core Strengths:'''
'''Core Strengths:'''
* Highest burst damage potential (Sneak Attack 3d6 + Wails from the Grave)
* High burst damage (Sneak Attack 4d6 necrotic + Reaper's Strike anti-healing)
* Best stealth and infiltration specialist (Stealth +9 with expertise)
* Best infiltrator in the party (Stealth +10, Sleight of Hand +10, expertise)
* Incredible skill versatility (6 expertise skills + Whispers of the Dead)
* Elite knowledge/finder skills (Arcana +9, Investigation +9, Perception +7 - all expertise; Reliable Talent)
* Uncanny Dodge makes you surprisingly tanky
* Surprisingly durable for a rogue (Uncanny Dodge, Evasion, Necrotic Resistance, Blessing of the Raven Queen)
* Eldritch invocations and Pact Magic provide utility
* INT-based subclass spellcasting from the necromancy/illusion lists
* Can deal damage from range or melee effectively
* Soul Tokens grant rare, game-bending Raven Queen effects
* A raven familiar for scouting and advantage setups


'''Core Stats:'''
'''Core Stats:'''
* '''AC:''' 16 (Light Armor + Cloak of Protection)
* '''AC:''' 18 (Vaartox Studded Leather + DEX + Cloak of Protection)
* '''HP:''' 59 (Max) - Middle of the pack
* '''HP:''' 59 (Max)
* '''Speed:''' 40 ft (30 ft base + 10 ft Roving)
* '''Speed:''' 30 ft
* '''Initiative:''' +3
* '''Initiative:''' +4
* '''Proficiency Bonus:''' +3
* '''Proficiency Bonus:''' +3


'''Ability Scores:'''
'''Ability Scores:'''
* STR 19 (+4) | DEX 17 (+3) | CON 14 (+2)
* STR 8 (-1) | DEX 19 (+4) | CON 14 (+2)
* INT 15 (+2) | WIS 10 (+0) | CHA 16 (+3)
* INT 16 (+3) | WIS 12 (+1) | CHA 10 (+0)


'''Saving Throws:'''
'''Saving Throws:'''
* Strength: +5
* Strength: +1
* Dexterity: +6 (+4 bonus from magic items, Advantage vs charm, Advantage on DEX saves, Advantage vs fire)
* Dexterity: +9 (Evasion; Advantage on DEX saves)
* Constitution: +2
* Constitution: +4
* Intelligence: +5
* Intelligence: +8 (proficient)
* Wisdom: +0
* Wisdom: +3
* Charisma: +6
* Charisma: +2
* Special: Advantage vs Charm (Fey Ancestry); +1 to all saves (Cloak of Protection, included above); Resistances to Cold, Fire, and Necrotic damage


'''Note:''' Your DEX saves are exceptional with advantage and bonuses
'''Spell Save DC:''' 14 | '''Spell Attack Bonus:''' +6 | '''Spellcasting Ability:''' Intelligence (+3)
 
'''Spell Save DC:''' 14 | '''Spell Attack Bonus:''' +6


== COMBAT - What Can I Do On My Turn? ==
== COMBAT - What Can I Do On My Turn? ==


=== Weapon Attacks ===
=== Weapon Attacks ===
{| class="wikitable"
{| class="wikitable"
! Weapon !! Attack Bonus !! Avg Damage (No Sneak Attack) !! Avg Damage (With Sneak Attack 3d6) !! Damage Roll !! Damage Type !! Range !! Properties
! Weapon !! Attack Bonus !! Damage Roll !! Type !! Range !! Mastery / Properties
|-
|-
| '''Rapier, +1''' || +8 || 9 || 20 || 1d8+5 piercing (+3d6 sneak attack) || Piercing || Melee || Finesse, Vex
| '''Shadowfell Crossbow, Light''' || +8 || 1d8+5 (+4d6 Sneak Attack) || Piercing || 80/320 ft || Slow; Ammunition, Loading, Two-Handed
|-
|-
| '''Shortsword, +1''' || +8 || 8 || 19 || 1d6+5 piercing (+3d6 sneak attack) || Piercing || Melee || Finesse, Light, Vex
| '''Assassins Shortbow''' || +7 || 1d6+4 (+4d6 Sneak Attack) || Piercing || 80/320 ft || '''Vex''' (hit = Advantage on next attack vs target); Ammunition, Two-Handed
|-
| '''Heavy Crossbow, +1''' || +7 || 9 || 20 || 1d10+4 piercing (+3d6 sneak attack) || Piercing || 100/400 ft || Ammunition, Loading, Two-Handed, Slow
|-
| '''Hand Crossbow, +1''' || +7 || 8 || 19 || 1d6+4 piercing (+3d6 sneak attack) || Piercing || 30/120 ft || Ammunition, Light, Loading, Vex
|-
| '''Shadowfell Crossbow, Light''' || +7 || 8 || 19 || 1d8+4 piercing (+3d6 sneak attack) || Piercing || 80/320 ft || Ammunition, Loading, Two-Handed, Slow
|}
|}
'''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.


'''CRITICAL: Sneak Attack 3d6 (avg 11 damage) applies ONCE per turn when:'''
'''Attack/Damage Breakdown (Shadowfell Crossbow):''' +4 DEX, +3 Proficiency, +1 magic = '''+8 to hit'''; 1d8 +4 DEX +1 magic = '''1d8+5'''.
* You have Advantage on the attack roll, OR
* An ally is within 5 ft of target (and you don't have Disadvantage)
* Phantom feature makes Sneak Attack damage necrotic
 
=== Sneak Attack Mechanics (YOUR BREAD AND BUTTER) ===


'''Sneak Attack Damage:''' 3d6 necrotic (average 11 damage)
=== 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.


'''How to Get Sneak Attack:'''
=== 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):
{| class="wikitable"
{| class="wikitable"
! Method !! Requirements !! Notes
! Effect !! Cost !! Result
|-
|-
| '''Advantage on Attack''' || Attack with advantage || Hide with Cunning Action, get advantage from ally spells, Vex property
| '''Poison''' || 1d6 || DC 15 CON save or Poisoned 1 min (needs Poisoner's Kit - you are proficient)
|-
|-
| '''Ally Within 5 ft''' || Ally within 5 ft of target, not incapacitated || Most common method - position near frontliners
| '''Trip''' || 1d6 || Large or smaller: DC 15 DEX save or Prone
|-
|-
| '''Vex Weapon Property''' || Hit with weapon that has Vex || Your next attack vs same target has advantage (Rapier, Shortsword, Hand Crossbow)
| '''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.


'''Sneak Attack Restrictions:'''
=== Subclass Magic - Raven's Shadow Spellcasting ===
* Once per turn (not once per round - can trigger on reactions)
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'''.
* Must use finesse or ranged weapon
'''Cantrips (at will):'''
* Can't have Disadvantage on the attack roll
 
=== Offensive Abilities ===
 
{| class="wikitable"
{| class="wikitable"
! Ability !! Effect !! Resource Cost !! When to Use
! Cantrip !! Effect !! When to Use
|-
|-
| '''Sneak Attack (3d6 necrotic)''' || Add 3d6 necrotic damage to one attack per turn || Always available (1/turn) || When conditions are met
| '''Chill Touch''' || 2d10 necrotic (touch range), target can't regain HP || Anti-heal poke; pairs with Reaper's Strike theme
|-
|-
| '''Wails from the Grave''' || After Sneak Attack, deal half Sneak Attack damage (1d6+1) to second creature within 30 ft || 3/Long Rest || Damage two targets with one attack
| '''Raven's Reach''' || 1d10 necrotic, 120 ft (rolls count of 2) || Primary ranged cantrip; works with Queen's Guidance
|-
|-
| '''Cunning Action: Hide''' || Hide as bonus action || Always available || Get advantage for next attack (Sneak Attack)
| '''Mage Hand''' || Telekinetic utility || Traps, levers, fetching
|-
|}
| '''Raven's Reach (cantrip)''' || +6 to hit, 1d10 necrotic damage (count 2) || At will || Ranged attack option
'''Prepared Spells:'''
{| class="wikitable"
! Spell !! Level !! Cast Time !! Effect !! Save !! When to Use
|-
|-
| '''Toll the Dead (cantrip)''' || WIS 14 save, 1d12 necrotic (2d12 if wounded) || At will || Ranged damage vs wounded targets
| '''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
|-
|-
| '''Hex''' || Bonus action, target takes extra 1d6 necrotic per hit (1 hour concentration) || 1 Warlock spell slot || Extended combat, combine with Sneak Attack
| '''Cause Fear''' || 1st || 1 Action || Frighten a creature || WIS 14 || Shut down a melee bruiser
|}
 
=== Phantom Rogue Features ===
 
{| class="wikitable"
! Ability !! Effect !! Resource Cost !! Duration
|-
|-
| '''Whispers of the Dead''' || Gain proficiency in one skill or tool you lack || Short or Long Rest || Until you use feature again
| '''Color Spray''' || 1st || 1 Action || Blind creatures (HP-total effect) || - || Burst-blind a cluster; blinded = you get Advantage
|-
|-
| '''Wails from the Grave''' || After Sneak Attack, deal half Sneak Attack dice to second target within 30 ft || 3/Long Rest || Instant
| '''Ray of Sickness''' || 1st || 1 Action || 2d8 poison + possible Poisoned || CON 14 || Ranged damage + debuff
|-
|-
| '''Tokens of the Departed''' || As reaction after Sneak Attack, create soul trinket; advantage on death saves and CON saves while holding || Reaction || Until next Long Rest
| '''Tasha's Hideous Laughter''' || 1st || 1 Action || Prone + Incapacitated || WIS 14 || Hard control on one enemy
|}
 
=== Warlock Pact Magic (Pact of the Blade) ===
 
{| class="wikitable"
! Ability !! Effect !! Resource Cost !! Notes
|-
|-
| '''Pact of the Blade: Bond''' || Bond with magic weapon as bonus action || Always available || Become proficient, use as spellcasting focus
| '''Mage Armor''' || 1st || 1 Action || Base AC 13+DEX (not needed - you wear armor) || - || Backup if disarmed of armor
|-
|-
| '''Pact of the Blade: Conjure''' || Conjure pact weapon as bonus action || Always available || Create weapon from nothing or bond with magic weapon
| '''Find Familiar''' || 1st (ritual, free) || - || Summon your raven || - || Always have it out - scouting + Help for Advantage
|-
|-
| '''Fiendish Vigor''' || Cast False Life at will (gain temp HP) || At will || No spell slot needed - use liberally
| '''Ray of Enfeeblement''' || 2nd || 1 Action || Halve target's STR-weapon damage || CON 14 || Neuter a melee boss
|-
|-
| '''Blessing of the Raven Queen''' || Teleport up to 30 ft, gain resistance to all damage || 3/Long Rest || Escape, reposition, or tank big hit
| '''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.


=== Offensive Spells ===
=== Raven's Shadow Subclass Features ===
 
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Casting Time !! Target !! Damage/Effect !! Save/Attack !! Concentration !! When to Use
! Feature !! Effect !! Notes
|-
|-
| '''Raven's Reach''' || Cantrip || 1 Action || 120 ft || 1d10 necrotic || Attack +6 || No || Ranged damage
| '''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
|-
|-
| '''Toll the Dead''' || Cantrip || 1 Action || 60 ft || 1d12 necrotic (2d12 if wounded) || WIS 14 || No || Wounded targets
| '''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''' || 1st (Warlock) || 1 Bonus Action || 90 ft || +1d6 necrotic per hit || None || Yes (1 hour) || Sustained damage boost
| '''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
|-
|-
| '''Hellish Rebuke''' || 1st (Warlock) || 1 Reaction || 60 ft || 2d10 fire || DEX 14 || No || When damaged
| '''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
|-
| '''Tasha's Hideous Laughter''' || 1st (Warlock) || 1 Action || 30 ft || Target prone and incapacitated || WIS 14 || Yes (1 min) || Control one enemy
|-
| '''Cause Fear''' || 1st (Warlock) || 1 Action || 60 ft || Target frightened || WIS 14 || Yes (1 min) || Control/debuff
|-
| '''Magic Missile''' || 1st (Wand) || 1 Action || 120 ft || 3 darts, 1d4+1 each || Auto-hit || No || 6 charges in wand
|}
|}


=== Control/Utility Spells ===
=== 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:
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Casting Time !! Effect !! When to Use
! Effect !! What It Does
|-
|-
| '''Blade Ward''' || Cantrip || 1 Action || Resistance to physical damage || Before taking big hits
| '''The Raven Queen's Counsel''' || Ask the goddess one question about past/present/any future; answered truthfully and in detail
|-
|-
| '''Spare the Dying''' || Cantrip || 1 Action || Stabilize dying creature || Save downed ally
| '''Stolen Vitality''' || Regain ALL spell slots, OR all Hit Dice, OR full HP, OR remove diseases/curses/exhaustion (you or an ally you touch)
|-
|-
| '''Disguise Self''' || 1st (Ring) || 1 Action || Change appearance || Infiltration, deception
| '''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
|-
|-
| '''Expeditious Retreat''' || 1st (Ring) || 1 Bonus Action || Dash as bonus action every turn || Escape or chase
| '''Threshold Walk''' || Plane shift (Material/Shadowfell/Ethereal) for up to 7, or teleport the group to any place you can picture
|-
|-
| '''False Life''' || 1st (Invocation) || 1 Action || Gain temp HP (at will) || Before combat, after taking damage
| '''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
|-
| '''Gaseous Form''' || 3rd (Ring) || 1 Action || Turn creature into mist || Escape, infiltration
|}
|}
'''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 ===
=== Defensive Abilities ===
{| class="wikitable"
{| class="wikitable"
! Ability !! Effect !! Resource Cost !! Range !! When to Use
! 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
|-
|-
| '''Uncanny Dodge''' || Halve damage from one attack || Reaction (1/round) || Self || When hit by attack you can see
| '''Blessing of the Raven Queen''' || Teleport 30 ft + resistance to ALL damage until your next turn || 3/Long Rest || Escape, reposition, tank a hit
|-
|-
| '''Blessing of the Raven Queen''' || Teleport 30 ft + resistance to all damage || 3/Long Rest || Self || Escape or tank big hit
| '''Necrotic Resistance''' || Resistance to necrotic damage || Always || Shadar-kai trait
|-
|-
| '''False Life''' || Gain temporary HP || At will (no spell slot) || Self || Before combat or after taking damage
| '''Cloak of Protection''' || +1 AC and +1 to all saves || Attuned || Always on
|-
|-
| '''Cloak of Protection''' || +1 AC and +1 to all saves || Always active || Self || Always on
| '''Ring of Warmth''' || Cold resistance; tolerate cold environments || Attuned || Cold climates / cold damage
|-
|-
| '''Advantage on DEX Saves''' || Racial trait || Always active || Self || Fireballs, breath weapons, traps
| '''Advantage on DEX Saves / vs Charm''' || Racial traits || Always || Traps, charms
|}
|}


=== Bonus Actions ===
=== Bonus Actions ===
{| class="wikitable"
{| class="wikitable"
! Ability !! Effect !! Resource Cost !! Notes
! Ability !! Effect !! Resource
|-
| '''Cunning Action: Hide''' || Hide || Always available || Get advantage for Sneak Attack next turn
|-
| '''Cunning Action: Dash''' || Double your movement || Always available || 40 ft → 80 ft total movement
|-
|-
| '''Cunning Action: Disengage''' || Move without provoking opportunity attacks || Always available || Escape from melee
| '''Steady Aim''' || Advantage on next attack this turn (if you haven't moved; Speed becomes 0) || Always (don't-move tradeoff)
|-
|-
| '''Hex''' || Mark target for +1d6 necrotic per hit (1 hour concentration) || 1 Warlock spell slot || Sustained damage boost
| '''Cunning Action: Hide / Dash / Disengage''' || Reposition / hide for Advantage / escape || Always
|-
|-
| '''Expeditious Retreat''' || Dash every turn as bonus action (concentration) || 1 charge from ring || Chase or escape
| '''Hex''' || Mark target, +1d6 necrotic + save Disadvantage || Rogue slot or Patron's Signet charge
|-
|-
| '''Pact of the Blade: Conjure''' || Summon or bond pact weapon || Always available || Create weapon or bond with magic weapon
| '''Blessing of the Raven Queen''' || Teleport 30 ft + resistance || 3/LR
|-
|-
| '''Blessing of the Raven Queen''' || Teleport 30 ft + resistance to all damage || 3/Long Rest || Escape or reposition
| '''Expeditious Retreat / Shadow Blade''' || Dash each turn / conjure a 2d8 psychic advantage-blade || Ring / Patron's Signet charges
|}
|}


=== Reactions ===
=== Reactions ===
{| class="wikitable"
{| class="wikitable"
! Reaction !! Trigger !! Effect !! Resource Cost !! Range !! Notes
! Reaction !! Trigger !! Effect
|-
| '''Uncanny Dodge''' || Hit by attack you can see || Halve the damage || Always available (1/round) || Self || Use on big hits
|-
|-
| '''Opportunity Attack''' || Enemy leaves reach without Disengaging || Make melee weapon attack || Always available || 5 ft || Standard reaction
| '''Uncanny Dodge''' || Hit by a visible attack || Halve the damage
|-
|-
| '''Hellish Rebuke''' || You take damage || Deal 2d10 fire damage to attacker || 1 Warlock spell slot || 60 ft || Punish attackers
| '''Opportunity Attack''' || Enemy leaves reach || Melee attack
|-
|-
| '''Tokens of the Departed''' || After you deal Sneak Attack || Create soul trinket for advantage on death/CON saves || Reaction || Self || Defensive buff
| '''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"
{| class="wikitable"
! Ability !! Effect !! Notes
! Ability !! Effect
|-
|-
| '''Expertise''' || Double proficiency in Acrobatics, Arcana, Deception, Investigation, Sleight of Hand, Stealth || +9 to Stealth, +9 to Deception
| '''Sneak Attack''' || +4d6 (necrotic via Reaper's Strike) once per turn when conditions met
|-
|-
| '''Sneak Attack''' || Once per turn, add 3d6 necrotic when conditions met || Conditions: Advantage OR ally within 5 ft
| '''Reliable Talent''' || Treat any d20 of 9 or lower as a 10 on proficient skill/tool checks
|-
|-
| '''Darkvision''' || See in darkness (90 ft) || Half-elf variant racial
| '''Evasion''' || No damage on a successful DEX save for half
|-
|-
| '''Mask of the Wild''' || Hide when lightly obscured || Wood elf heritage
| '''Expertise''' || Double proficiency: Stealth, Sleight of Hand, Investigation, Perception, Arcana
|-
|-
| '''Fey Ancestry''' || Advantage vs charm, immune to magical sleep || Half-elf racial
| '''Crossbow Expert''' || Ignore Loading; no disadvantage firing in melee; dual-wield damage rider
|-
|-
| '''Advantage on DEX Saves''' || Racial trait || Fireballs, breath weapons, traps
| '''Darkvision''' || 60 ft
|-
|-
| '''Advantage vs Fire Damage''' || Magic item || Resist fire-based attacks
| '''Trance''' || 4-hour rest; gain 2 weapon/tool proficiencies each long rest
|-
| '''Crossbow Expert''' || Ignore Loading property || Allows multiple crossbow attacks
|-
| '''Dual Wielding''' || Add ability modifier to off-hand light weapon attack || Extra damage when dual wielding
|-
| '''Raven Familiar''' || Raven companion from Raven Queen patronage || +1 Charisma
|-
| '''Cloak of Protection''' || +1 AC and +1 to all saves || Always active
|}
|}


== SOCIAL SITUATIONS ==
== 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 Bonuses ===
{| class="wikitable"
{| class="wikitable"
! Skill !! Bonus !! Notes
! Skill !! Bonus !! Notes
|-
|-
| '''Acrobatics (DEX)''' || +9 || Expertise - tumbling, balance, escape grapples
| '''Sleight of Hand (DEX)''' || +10 || Expertise - pickpocket, palm, plant evidence
|-
|-
| '''Arcana (INT)''' || +8 || Expertise - magic knowledge
| '''Stealth (DEX)''' || +10 || Expertise - best sneak in the party
|-
|-
| '''Deception (CHA)''' || +9 || Expertise - lies, disguises, con artist
| '''Arcana (INT)''' || +9 || Expertise (Harper Initiate) - magic lore
|-
|-
| '''Investigation (INT)''' || +8 || Expertise - finding clues and hidden objects
| '''Investigation (INT)''' || +9 || Expertise - find clues, hidden things
|-
|-
| '''Sleight of Hand (DEX)''' || +6 || Expertise - pickpocketing, lockpicking, subtle actions
| '''Perception (WIS)''' || +7 || Expertise - notice everything
|-
|-
| '''Stealth (DEX)''' || +9 || Expertise - hiding, sneaking, infiltration
| '''Acrobatics (DEX)''' || +7 || Tumble, balance, escape grapples
|-
|-
| '''Persuasion (CHA)''' || +6 || Negotiation, diplomacy
| '''Nature (INT)''' || +6 || Proficient (Scribe)
|-
|-
| '''History (INT)''' || +5 || Knowledge of historical events
| '''Insight (WIS)''' || +4 || Read people
|-
|-
| '''Insight (WIS)''' || +3 || Read intentions and emotions
| '''Deception / Performance (CHA)''' || +3 || Proficient despite CHA 0
|-
|-
| '''Survival (WIS)''' || +3 || Tracking, foraging
| '''History / Religion (INT)''' || +3 || Knowledge
|-
|-
| '''Athletics (STR)''' || +4 || Climb, swim, grapple
| '''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.
'''Special:''' Whispers of the Dead lets you gain proficiency in any skill or tool after a short/long rest


=== Passive Scores ===
=== Passive Scores ===
* '''Passive Perception:''' 10
* '''Passive Investigation:''' 19 (elite - you spot hidden things automatically)
* '''Passive Insight:''' 13
* '''Passive Perception:''' 17
* '''Passive Investigation:''' 18 (excellent for finding clues)
* '''Passive Insight:''' 14


=== Senses ===
=== How to Contribute Socially (with CHA 0) ===
* '''Darkvision:''' 90 ft (excellent night vision)
* '''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 ===
=== Social Features ===
* '''Thieves' Cant:''' Secret rogue language and coded messages
* '''Disguise Self''' (Harpers Signet Ring): become someone else for 1 hour
* '''Expertise:''' Double proficiency in 6 skills makes you the best in the party
* '''The Raven Queen's Counsel''' (Soul Token): truthful answers to any one question
* '''Whispers of the Dead:''' Gain temporary skill/tool proficiency after rest
* '''Scribe Background:''' calligraphy, forgery-adjacent document work
* '''Charlatan Background:''' False identity and forgery skills
* '''Harpers Member:''' covert network access
* '''Disguise Self:''' Change appearance for 1 hour (via Harpers Signet Ring)
* '''Raven Familiar:''' eavesdrop and scout via telepathic bond
* '''Circlet of Commanding Presence:''' +2 to Charisma checks
* '''Fancy Clothes:''' +2 to Charisma checks (contextual)


=== Languages ===
=== Languages ===
* Common, Celestial, Draconic, Halfling, Primordial, Thieves' Cant
* Common, Draconic, Sylvan, Thieves' Cant


== EXPLORATION ==
== EXPLORATION ==
=== Movement & Senses ===
=== Movement & Senses ===
* '''Walking Speed:''' 40 ft (30 ft base + 10 ft Roving)
* '''Walking Speed:''' 30 ft (40 with Expeditious Retreat / Cunning Action Dash up to 60)
* '''Darkvision:''' 90 ft
* '''Darkvision:''' 60 ft
* '''Stealth:''' +9 (expertise) - best in party
* '''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 ===
=== Useful Exploration Abilities ===
* '''Cunning Action: Dash''' || Move 80 ft in one turn (40 ft + 40 ft Dash)
* '''Stealth +10 / Sleight of Hand +10''' (expertise + Reliable Talent)
* '''Mask of the Wild:''' Hide when lightly obscured (foliage, rain, mist)
* '''Investigation +9 / Perception +7''' (expertise) - find traps, doors, clues
* '''Disguise Self:''' Change appearance for infiltration (1 hour, via ring)
* '''Disguise Self / Gaseous Form''' (Harpers Ring) - infiltrate, slip through gaps
* '''Expeditious Retreat:''' Dash as bonus action every turn (concentration, via ring)
* '''Find Familiar (ritual, free)''' - send the raven ahead
* '''Blessing of the Raven Queen:''' Teleport 30 ft (3/Long Rest)
* '''Thieves' Tools, Poisoner's Kit, Calligrapher's Supplies''' (proficient)
* '''Raven's Watch:''' Special sight ability (1/Short Rest)
* '''Gaseous Form:''' Turn into mist to pass through small spaces (via ring)
* '''Investigation +8:''' Find hidden doors, traps, clues
* '''Stealth +9:''' Best sneaker in the party
 
=== Tools ===
* '''Disguise Kit:''' Create disguises (proficient)
* '''Forgery Kit:''' Create false documents (proficient)
* '''Thieves' Tools:''' Pick locks and disarm traps (proficient)


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==
{| class="wikitable"
{| class="wikitable"
! Resource !! Total !! Recharges !! Current Status
! Resource !! Total !! Recharge !! Notes
|-
| '''Hit Dice''' || 6d8 + 2d8 || Long Rest || Track usage
|-
| '''Sneak Attack''' || 3d6 (1/turn) || Always Available || Use every turn!
|-
| '''Cunning Action''' || Unlimited || Always Available || Hide, Dash, Disengage
|-
| '''Uncanny Dodge''' || 1/round || Always Available || Halve one attack per round
|-
| '''Warlock Spell Slots''' || 2 slots (Pact Magic) || Short/Long Rest || Recharge on short rest!
|-
| '''Whispers of the Dead''' || 1 skill/tool || Short/Long Rest || Choose new proficiency after rest
|-
|-
| '''Wails from the Grave''' || 3 uses || Long Rest || Half Sneak Attack damage to second target
| Sneak Attack || 4d6, 1/turn || Always || Use every turn
|-
|-
| '''Blessing of the Raven Queen''' || 3 uses || Long Rest || Teleport 30 ft + resistance
| Cunning Action / Steady Aim || Unlimited || Always || Hide/Dash/Disengage or Advantage
|-
|-
| '''Tokens of the Departed''' || Reaction after Sneak Attack || Long Rest || Advantage on death/CON saves
| Uncanny Dodge || 1/round || Always || Halve a big hit
|-
|-
| '''Fiendish Vigor (False Life)''' || Unlimited (at will) || - || Gain temp HP before combat
| Spell Slots (1st) || 4 || Long Rest || Hex, control, Ray of Sickness
|-
|-
| '''Pact of the Blade''' || Unlimited (at will) || - || Summon/bond weapon
| Spell Slots (2nd) || 2 || Long Rest || Silence, Ray of Enfeeblement, upcasts
|-
|-
| '''Raven's Watch''' || 1 use || Short Rest || Special sight
| Blessing of the Raven Queen || 3 || Long Rest || Teleport + resistance
|-
|-
| '''Circlet of Commanding Presence''' || Always Active || - || +2 Charisma checks
| Queen's Guidance || 1 || Long Rest || Teleport 30 ft to a target + Advantage on the attack action
|-
|-
| '''Cloak of Protection''' || Always Active || - || +1 AC and saves
| The Patron's Signet || 5 charges || (item) || Hex / Shadow Blade / Hypnotic Pattern
|-
|-
| '''Harpers Signet Ring Spells''' || Multiple charges || Varies || Disguise Self, Expeditious Retreat, Gaseous Form
| Harpers Signet Ring || 3 charges || Dawn || Disguise Self / Expeditious Retreat / Gaseous Form
|-
|-
| '''Wand of Magic Missiles''' || 6 charges remaining || Unknown || Auto-hit damage
| Soul Tokens || 2 held (max 8) || Earned only || Counsel / Stolen Vitality / Reaper's Verdict / Threshold Walk / Queen's Veto
|}
|}


== COMMON TACTICS ==
== COMMON TACTICS ==
=== Opening Combat (Turn 1) ===
=== Opening Combat (Turn 1) ===
 
'''Standard burst opening:'''
'''Standard Sneak Attack Opening:'''
# '''Bonus Action:''' Steady Aim (Advantage, if you can hold position) or Cunning Action: Hide.
1. '''Bonus Action:''' Hide with Cunning Action (if cover available) OR cast Hex on priority target
# '''Action:''' Shoot the Shadowfell Crossbow (+8). With Advantage you land Sneak Attack.
2. '''Movement:''' Position for Sneak Attack (within 30 ft of enemy with ally nearby, or hidden)
# '''Reaper's Strike:''' Make it necrotic + no healing on the target.
3. '''Action:''' Attack with Rapier +1 or Heavy Crossbow +1
'''Control-first opening (vs a tough target):'''
4. '''If you hit with Sneak Attack:''' Use Wails from the Grave to damage second target (3/LR)
# '''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.
'''Against Boss/High-Priority Target:'''
1. '''Bonus Action:''' Cast Hex (1 Warlock slot, 1 hour concentration, +1d6 per hit)
2. '''Action:''' Attack with advantage (if hidden) or with ally within 5 ft
3. '''If Sneak Attack lands:''' Wails from the Grave on second enemy
4. '''Total Damage:''' 1d8+5 (rapier) + 3d6 (sneak attack) + 1d6 (Hex) + 1d6+1 (Wails) = ~30 damage to two targets


=== During Combat - Striker Role ===
=== 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.


'''Your Job: Deal Sneak Attack Damage Every Turn'''
=== Anti-Caster / Anti-Healer Playbook ===
 
* '''Silence''' on an enemy spellcaster denies all Verbal-component spells (no save).
1. '''Get Sneak Attack Conditions:'''
* '''Reaper's Strike / Chill Touch''' stop healing - shut down clerics, trolls, vampires.
  * **Method 1:** Bonus action Hide (Cunning Action), then attack with advantage
* '''Hex of the Fated''' + Cause Fear/Tasha's locks down a single dangerous caster.
  * **Method 2:** Attack enemy engaged with ally (ally within 5 ft)
  * **Method 3:** Use Vex weapon (Rapier, Shortsword) - hit gives advantage on next attack
 
2. '''Attack ONCE Per Turn:'''
  * You only get Sneak Attack once per turn
  * One big hit is better than multiple small hits
  * Use Rapier +1 for melee (1d8+5 + 3d6 sneak attack = ~20 damage)
  * Use Heavy Crossbow +1 for range (1d10+4 + 3d6 sneak attack = ~20 damage)
 
3. '''Wails from the Grave (3/Long Rest):'''
  * After Sneak Attack, deal half damage (1d6+1) to second target within 30 ft
  * Use liberally - 3 uses per long rest is decent
  * Best when enemies are grouped
 
4. '''Stay Mobile:'''
  * Use Cunning Action to Hide or Disengage
  * 40 ft movement + Cunning Action Dash = 80 ft total
  * Blessing of the Raven Queen = teleport 30 ft + resistance (3/LR)
 
5. '''Save Uncanny Dodge for Big Hits:'''
  * Reaction to halve one attack's damage
  * Use on attacks that would hurt (dragon breath, critical hits, big melee attacks)
  * Available every round
 
=== During Combat - Utility Role ===
 
'''Support the Party:'''
 
1. '''Control Enemies:'''
  * **Tasha's Hideous Laughter:** Incapacitate one enemy (WIS save)
  * **Cause Fear:** Frighten one enemy (WIS save)
  * Use Warlock slots - they recharge on short rest!
 
2. '''Deal with Multiple Enemies:'''
  * Sneak Attack one target
  * Wails from the Grave damages second target
  * Total: ~30 damage split between two enemies
 
3. '''Use Magic Missile for Guaranteed Damage:'''
  * Wand of Magic Missiles (6 charges)
  * 3 darts, auto-hit, 1d4+1 each = ~10-12 guaranteed damage
  * No save, no attack roll - always hits
 
4. '''Punish Attackers:'''
  * Hellish Rebuke (reaction): 2d10 fire when damaged
  * Use Warlock slot - recharges on short rest
 
=== Multiclass Optimization ===
 
'''Managing Rogue 6 / Warlock 2:'''
 
**Warlock Spell Slots (Pact Magic):**
* You have 2 first-level Warlock slots
* They recharge on SHORT REST (amazing!)
* Use them liberally for Hex, Hellish Rebuke, control spells
 
**Rogue Features:**
* Sneak Attack 3d6 is your main damage source
* Cunning Action for Hide/Dash/Disengage every turn
* Uncanny Dodge to halve damage every round
* Expertise in 6 skills makes you unmatched
 
**Synergy:**
* Hex adds 1d6 to every hit (including Sneak Attack)
* Expeditious Retreat lets you Dash every turn and still Hide
* False Life (at will) gives you temp HP before every combat
* Blessing of the Raven Queen gives teleport + resistance


=== Boss Fight Tactics ===
=== Boss Fight Tactics ===
 
# Hex of the Fated turn 1; keep concentration.
'''Fighting a Single Big Enemy:'''
# Steady Aim each turn for reliable Sneak Attacks; apply Reaper's Strike anti-heal.
 
# Save '''Uncanny Dodge''' for the boss's biggest hit; '''Evasion''' covers AoE.
1. '''Turn 1:''' Cast Hex (bonus action) + Attack with Sneak Attack
# '''Blessing of the Raven Queen''' to teleport out of danger with resistance.
  * Hex adds +1d6 per hit for 1 hour (concentration)
# 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.
  * Total: 1d8+5 + 3d6 + 1d6 = ~25 damage
 
2. '''Subsequent Turns:'''
  * Hide (Cunning Action bonus action) for advantage
  * Attack with advantage (Sneak Attack)
  * Wails from the Grave if second target available
  * Use Uncanny Dodge to halve boss attacks
 
3. '''If Boss Hits Hard:'''
  * Blessing of the Raven Queen (teleport 30 ft + resistance to all damage)
  * Use False Life before combat for temp HP
  * Hellish Rebuke when boss damages you (2d10 fire)
 
4. '''Conserve Resources:'''
  * Warlock slots recharge on short rest - use them!
  * Wails from the Grave only 3/LR - use when second target available
  * Blessing of the Raven Queen 3/LR - save for emergencies


=== Multi-Enemy Tactics ===
=== Multi-Enemy Tactics ===
 
* '''Color Spray / Hypnotic Pattern''' (Patron's Signet) to blind/incapacitate a cluster.
'''Fighting Multiple Enemies:'''
* Blinded enemies grant you Advantage = Sneak Attack online.
 
* '''Cunning Strike: Trip''' to drop a runner; '''Withdraw''' to peel away.
1. '''Turn 1:''' Hide (Cunning Action) + Attack with advantage
  * Target enemy with ally nearby
  * Sneak Attack + Wails from the Grave
  * Damage 2 enemies in one turn
 
2. '''Stay Hidden:'''
  * Use Cunning Action to Hide every turn
  * Attack from hiding with advantage
  * Mask of the Wild lets you hide when lightly obscured
 
3. '''Control Dangerous Enemies:'''
  * Tasha's Hideous Laughter on spellcasters (incapacitate)
  * Cause Fear on melee threats (frightened)
 
4. '''Escape When Surrounded:'''
  * Cunning Action Disengage (no opportunity attacks)
  * Blessing of the Raven Queen (teleport 30 ft + resistance)
  * Gaseous Form (turn into mist, via ring)
 
5. '''Use Magic Missile:'''
  * When you can't get Sneak Attack
  * Auto-hit damage from wand (6 charges)
 
=== Resource Conservation ===
 
'''Managing Your Resources:'''
 
**Warlock Spell Slots (2 first-level, recharge on short rest):**
* Use liberally! They recharge on short rest
* Hex for sustained damage
* Hellish Rebuke to punish attackers
* Tasha's Hideous Laughter / Cause Fear for control
 
**Rogue Abilities (Always Available):**
* Sneak Attack: Use EVERY turn if possible
* Cunning Action: Hide/Dash/Disengage every turn
* Uncanny Dodge: Halve one attack per round - use on big hits
 
**Limited Resources (Long Rest):**
* Wails from the Grave: 3/LR - use when second target available
* Blessing of the Raven Queen: 3/LR - save for emergencies or repositioning
* Tokens of the Departed: Reaction after Sneak Attack - situational
 
**At-Will Abilities:**
* False Life: Gain temp HP before EVERY combat
* Fiendish Vigor: No reason not to use before combat
* Pact of the Blade: Summon weapon as needed
 
**Magic Items:**
* Harpers Signet Ring: Multiple spell charges (Disguise Self, Expeditious Retreat, Gaseous Form)
* Wand of Magic Missiles: 6 charges - use for guaranteed damage
* Circlet of Commanding Presence: Always active (+2 CHA checks)
* Cloak of Protection: Always active (+1 AC and saves)


=== Special Situations ===
=== Special Situations ===
 
* '''Surrounded:''' Cunning Action Disengage, Blessing of the Raven Queen, or Gaseous Form (ring).
'''If You're Surrounded:'''
* '''Can't get Sneak Attack:''' Steady Aim, send the raven to Help, or use a Vex hit to set up next turn.
* Cunning Action Disengage (move without opportunity attacks)
* '''Ally dying:''' The Queen's Veto (Soul Token) heals them to half max as a reaction; or Stolen Vitality to top the party off.
* Blessing of the Raven Queen (teleport 30 ft + resistance to all damage)
* '''Out of slots mid-dungeon:''' Stolen Vitality (Soul Token) restores all of them.
* Gaseous Form (via ring) - turn into mist, fly, immune to non-magical damage
 
'''If You Can't Get Sneak Attack:'''
* Use Magic Missile from wand (guaranteed damage)
* Cast Raven's Reach or Toll the Dead (cantrips)
* Help action to give ally advantage
* Ready action to attack when conditions are met
 
'''If Ally is Dying:'''
* Spare the Dying cantrip to stabilize
* Feed them a health potion (Use Object action)
* Drag them to safety with Cunning Action Dash
 
'''If You Need Information:'''
* Whispers of the Dead: Gain any skill proficiency after short rest
* Investigation +8: Find clues and hidden objects
* Disguise Self: Infiltrate and gather intel
* Thieves' Cant: Leave coded messages for other rogues


== QUICK REFERENCE ==
== QUICK REFERENCE ==
=== Combat Priority Checklist ===
=== 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.


'''Start of Your Turn:'''
=== Key Numbers ===
1. □ Can I get Sneak Attack this turn? (Advantage OR ally within 5 ft)
* Shadowfell Crossbow: '''+8''', 1d8+5; Assassins Shortbow: '''+7''', 1d6+4 (Vex)
2. □ Should I Hide for advantage? (Cunning Action bonus action)
* Sneak Attack: '''4d6 necrotic''' (~14), once per turn
3. □ Should I cast Hex? (Bonus action, +1d6 per hit)
* Spell Save DC '''14''' | Spell Attack '''+6''' | INT spellcasting (+3)
4. □ Attack with best weapon (Rapier for melee, Heavy Crossbow for range)
* AC '''18''' | HP '''59''' | Speed '''30 ft''' | Darkvision '''60 ft'''
5. □ If Sneak Attack lands: Use Wails from the Grave? (3/LR, if second target within 30 ft)
* Passive Investigation '''19''' | Stealth/Sleight '''+10'''
 
'''Enemy's Turn:'''
1. □ Did enemy hit me? Use Uncanny Dodge? (Halve damage, reaction)
2. □ Did I take damage? Use Hellish Rebuke? (2d10 fire, Warlock slot)
3. □ Should I use Tokens of the Departed? (Reaction after Sneak Attack for advantage on death/CON saves)
 
'''After Combat:'''
1. □ Cast False Life for temp HP
2. □ Warlock slots remaining? (Recharge on short rest!)
3. □ Wails from the Grave uses remaining? (3/LR)
4. □ Blessing of the Raven Queen remaining? (3/LR)
 
=== Key Numbers to Remember ===
 
'''Attack Bonuses:'''
* Rapier +1: +8 to hit (1d8+5 damage)
* Shortsword +1: +8 to hit (1d6+5 damage)
* Heavy Crossbow +1: +7 to hit (1d10+4 damage)
 
'''Sneak Attack Damage:'''
* 3d6 necrotic (average 11 damage)
* Once per turn when conditions met
* Conditions: Advantage OR ally within 5 ft (and no Disadvantage)
 
'''Wails from the Grave:'''
* After Sneak Attack: Deal 1d6+1 (half Sneak Attack) to second creature within 30 ft
* 3 uses per long rest
 
'''Spell Save DC:''' 14
'''Spell Attack Bonus:''' +6
 
'''Defensive Numbers:'''
* AC: 16 (Vaartox Studded Leather + DEX + Cloak)
* HP: 59
* Uncanny Dodge: Halve damage from one attack per round
 
=== Best Damage Options ===
 
'''Top 3 Damage Combinations (Single Target):'''
 
1. '''Hex + Sneak Attack + Wails from the Grave:'''
  * Bonus Action: Cast Hex (1 Warlock slot)
  * Action: Attack with Rapier (with advantage from Hide)
  * If hit: 1d8+5 + 3d6 (sneak) + 1d6 (Hex) + 1d6+1 (Wails to second target)
  * Total: ~30 damage split between two targets
 
2. '''Hidden Sneak Attack + Wails:'''
  * Bonus Action: Hide (Cunning Action)
  * Action: Attack with advantage (Heavy Crossbow)
  * If hit: 1d10+4 + 3d6 (sneak) + 1d6+1 (Wails)
  * Total: ~27 damage split between two targets
 
3. '''Melee Sneak Attack with Ally Support:'''
  * Position near ally engaged with enemy
  * Action: Attack with Rapier (Sneak Attack from ally proximity)
  * If hit: 1d8+5 + 3d6 (sneak)
  * Total: ~20 damage
 
'''Sustained Damage (Hex):'''
* Cast Hex on turn 1 (bonus action, 1 hour concentration)
* Every subsequent hit: +1d6 damage
* Total per turn with Sneak Attack: 1d8+5 + 3d6 + 1d6 = ~25 damage
 
=== Best Utility Options ===
 
'''Infiltration/Stealth:'''
* Stealth +9 (expertise) + Mask of the Wild
* Disguise Self (via ring, 1 hour)
* Hide (Cunning Action, every turn)
* Gaseous Form (via ring, pass through spaces)
 
'''Mobility:'''
* Cunning Action Dash (80 ft movement)
* Blessing of the Raven Queen (teleport 30 ft, 3/LR)
* Expeditious Retreat (Dash as bonus action, concentration)
 
'''Information Gathering:'''
* Investigation +8 (expertise)
* Whispers of the Dead (gain any skill proficiency)
* Disguise Self + Deception +9
 
'''Survival:'''
* Uncanny Dodge (halve damage, 1/round)
* False Life (temp HP, at will)
* Blessing of the Raven Queen (resistance to all damage)
 
=== Status Conditions & Effects ===
 
'''Conditions You Can Inflict:'''
* '''Incapacitated (Tasha's Hideous Laughter):''' Target prone and incapacitated (WIS save)
* '''Frightened (Cause Fear):''' Target frightened (WIS save)
* '''Vex (Rapier/Shortsword):''' Next attack vs same target has advantage
 
'''Conditions You Resist/Avoid:'''
* '''Advantage on DEX Saves:''' Racial trait (fireballs, breath weapons, traps)
* '''Advantage vs Charm:''' Fey Ancestry
* '''Advantage vs Fire Damage:''' Magic item
* '''Immunity to Magical Sleep:''' Fey Ancestry
* '''Halve Damage (Uncanny Dodge):''' Reaction (1/round)
* '''Resistance to All Damage:''' Blessing of the Raven Queen (3/LR, when teleporting)


=== Remember These Critical Things ===
=== Remember These Critical Things ===
 
# '''You are a single-class Rogue now''' - no Warlock slots, no Pact of the Blade; magic is INT-based subclass casting.
1. '''Sneak Attack Once Per Turn:''' You get 3d6 bonus damage once per turn - make sure you get it!
# '''Sneak Attack is 4d6 and once per turn''' - always set up Advantage.
 
# '''Reaper's Strike stops healing''' - your anti-heal niche.
2. '''Conditions for Sneak Attack:''' Advantage OR ally within 5 ft of target (no Disadvantage)
# '''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.
3. '''Wails from the Grave:''' After Sneak Attack, damage second target (3/LR) - use liberally
# '''Steady Aim costs your movement''' - line up the shot first.
 
# '''STR is 8''' - never melee with brute weapons; stay ranged and finesse.
4. '''Cunning Action Every Turn:''' Hide (for advantage), Dash (80 ft movement), or Disengage (escape melee)
 
5. '''Uncanny Dodge is Powerful:''' Halve one attack per round - use on big hits
 
6. '''Warlock Slots Recharge on Short Rest:''' Use Hex, Hellish Rebuke, control spells liberally!
 
7. '''False Life Before Combat:''' At-will temp HP - use before EVERY fight
 
8. '''You're Not a Tank:''' AC 16 and 59 HP - stay at range or hidden
 
9. '''Expertise Makes You the Best:''' Stealth +9, Deception +9, Investigation +8 - you're the specialist
 
10. '''Whispers of the Dead:''' Gain any skill proficiency after short rest - incredible versatility


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


1. '''Not Getting Sneak Attack:''' Always position for advantage or near allies - Sneak Attack is 60% of your damage!
[[Category:Player Characters]]
 
[[Category:Player Guides]]
2. '''Attacking Multiple Times:''' You only get Sneak Attack once per turn - one big hit is better than two small hits
 
3. '''Not Using Cunning Action:''' Hide for advantage EVERY turn if possible
 
4. '''Forgetting Uncanny Dodge:''' You can halve one attack every round - use it!
 
5. '''Hoarding Warlock Slots:''' They recharge on short rest - use Hex, Hellish Rebuke, control spells!
 
6. '''Not Using False Life:''' At-will temp HP - cast before EVERY combat
 
7. '''Forgetting Wails from the Grave:''' 3 uses per long rest - use when enemies are grouped
 
8. '''Tanking Hits:''' You're not a tank - use Hide, Disengage, teleport to stay safe
 
9. '''Not Using Magic Items:''' Wand of Magic Missiles (guaranteed damage), Harpers Ring (utility spells)
 
10. '''Forgetting Whispers of the Dead:''' Gain any skill proficiency after rest - incredible utility
 
[[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.