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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 Wood Half-Elf''' ('''Rogue 6 / Warlock 2''') with the Charlatan background. Gootcha is a member of the Harpers.


== Overview ==
== Overview ==


'''Role in the Party:''' Stealth Expert, Scout & Single-Target Damage Dealer
'''Core Stats:'''
* '''AC:''' 16 (Light Armor)
* '''HP:''' 59 (Max)
* '''Speed:''' 30 ft.
* '''Initiative:''' +3
* '''Proficiency Bonus:''' +3


'''Core Strengths:'''
'''Ability Scores:'''
* Massive damage with Sneak Attack (3d6 extra)
* STR 19 (+4) | DEX 17 (+3) | CON 14 (+2)
* Incredible mobility with Cunning Action
* INT 15 (+2) | WIS 10 (+0) | CHA 16 (+3)
* Can scout ahead safely with stealth expertise
* Versatile combat options (melee and ranged)
* Eldritch powers for magical versatility
* Can deal damage beyond death with Phantom abilities


'''Key Stats to Know:'''
'''Saving Throws:'''
* '''AC:''' ~16 (leather armor + Dex)
* Strength: +5
* '''HP:''' ~45 (moderately fragile - avoid direct hits)
* Dexterity: +6 (+4 Bonus on saves; Advantage against being charmed; Advantage on Dex saves; Advantage against Fire Damage)
* '''Sneak Attack:''' 3d6 extra damage (once per turn)
* Constitution: +2
* '''Spell Slots:''' 2 slots (Pact Magic, recharge on short rest)
* Intelligence: +5
* '''Skills:''' Many proficiencies + Expertise in key skills
* Wisdom: +0
* Charisma: +6
 
'''Warlock Spell Save DC:''' 14 | '''Warlock Spell Attack Bonus:''' +6


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


=== Your Turn (Main Action) ===
=== Basic Actions ===
* '''Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise'''
 
=== Weapon Attacks ===
* '''Crossbow, Hand, +1:''' +7 to hit, 1d6+4 piercing (Martial, Ammunition, Range, Light, Loading, Vex, Range 30/120)
* '''Crossbow, Heavy, +1:''' +7 to hit, 1d10+4 piercing (Martial, Ammunition, Heavy, Loading, Range, Two-Handed, Slow, Range (100/400))
* '''Rapier, +1:''' +8 to hit, 1d8+5 piercing (Martial, Finesse, Vex)
* '''Shadowfell Crossbow, Light:''' +7 to hit, 1d8+4 piercing (Simple, Ammunition, Loading, Range, Two-Handed, Slow, Range (80/320))
* '''Shortsword, +1:''' +8 to hit, 1d6+5 piercing (Martial, Finesse, Light, Vex)
* '''Raven's Reach:''' +6 to hit, 1d10 necrotic (Count: 2, V/S)


'''1. Rapier Attack (Melee)'''
=== Special Combat Abilities ===
* '''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)'''
'''Sneak Attack (3d6 damage):'''
* '''To hit:''' +7 (high accuracy)
* Once per turn when you hit with attack if you have Advantage OR at least one of your allies is within 5 ft of target, ally doesn't have Incapacitated condition, and you don't have Disadvantage on attack roll.
* '''Damage:''' 1d6+4 piercing
* Extra damage = 3d6 necrotic (Phantom feature makes it necrotic).
* '''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)'''
'''Cunning Action (Bonus Action):'''
* Your pact weapon can be summoned as a bonus action
* Take one of following as Bonus Actions: Dash, Disengage, or Hide.
* Attacks use Charisma instead of Dex/Str (if you chose that invocation)
* Can be any weapon you're proficient with
* Disappears if you dismiss it or summon a different weapon


'''4. Cast a Spell (Warlock Spells)'''
'''Uncanny Dodge:'''
* When attacker you can see hits you with attack, you can use Reaction to halve attack's damage against you (round down).


'''Offensive Spells:'''
=== Rogue Features ===
* '''Eldritch Blast''' (cantrip, ranged) - 1d10 force damage per beam (2 beams at your level), range 120 ft
* '''Expertise:''' Double proficiency in 6 skills of choice (2 at 3rd and 10th level)
* '''Hex''' (1st level, bonus action) - Curse a target, add 1d6 necrotic to each hit, lasts up to 1 hour
* '''Sneak Attack:''' Deal 3d6 extra damage once per turn when conditions met
* '''Hellish Rebuke''' (racial, 1/long rest) - When damaged, reaction to deal 2d10 fire damage
* '''Thieves' Cant:''' Know secret language and signs of rogues
* '''Arms of Hadar''' (1st level) - 10-ft radius, 2d6 necrotic damage to all creatures
* '''Cunning Action:''' Bonus action for Dash, Disengage, or Hide
* '''Uncanny Dodge:''' Halve damage from one attack (Reaction)
* '''Roving:''' +10 ft movement speed
* '''Rogue Subclass - Phantom:'''
** '''Whispers of the Dead:''' Whenever you finish short or long rest, choose one skill or tool proficiency you lack and gain proficiency. Can lose this proficiency when you use feature again, have Incapacitated condition, or die. You can use this feature to choose a different proficiency when you use this feature again.
** '''Wails from the Grave:''' Immediately after you deal Sneak Attack damage to creature on your turn, target 2nd creature you can see within 30 ft. Roll half Sneak Attack dice (17th) also deal necrotic damage to first creature. You can use this proficiency number of times equal to your proficiency bonus, and regain all expended uses when finish long rest.
** '''Tokens of the Departed:''' As reaction after you deal Sneak Attack damage to creature on turn, target soul trinket. Soul fragments called soul trinkets can ask them questions. While soul trinket is on person, you have Advantage on Death saving throws and Constitution saving throws, for you can't die. You also gain one special benefit while holding trinket. When you use this feature, souls can't have another 'Whispers' associated with it until you finish Long Rest.


'''Utility Spells:'''
=== Warlock Features (Pact of the Blade) ===
* '''Misty Step''' (if known) - Teleport 30 feet as a bonus action
* '''Eldritch Invocations:''' Magical abilities (Lessons of the First Ones)
* '''Invisibility''' (if known) - Turn invisible until you attack or cast
** '''Fiendish Vigor:''' Cast False Life on yourself without expending spell slot. When cast spell with feature, automatically succeed number on die.
* '''Darkness''' (if known) - Create magical darkness in 15-ft radius
** '''Lessons of the First Ones:''' Gain one Origin feat of choice
* '''Pact Magic:''' Cast spells
* '''Pact of the Blade:''' Bond with magic weapon
** '''Pact of the Blade: Bond:''' 1 Bonus Action - bond with weapon you touch. Can't bond with magic weapon if someone else attuned to it or another Warlock is bonded with it. Until bond ends, you're proficient with it and can use it as Spellcasting Focus.
** '''Pact of the Blade: Conjure:''' As Bonus Action, conjure pact weapon in your hand, or create bond with magic weapon you touch. Can't bond with magic weapon if someone else attuned to it or another Warlock is bonded with it.
* '''Pact Magic:''' Warlock spell slots
** Your bond with weapons ends if you use this feature's Bonus Action again, if weapon is more than 5 ft away from you for more than 1 minute, or if you die. Conjured weapon disappears when bond ends.


'''5. Use Special Rogue Abilities'''
=== Warlock Spells ===
'''Patron: Raven Queen's Patronage'''


'''Tokens of the Departed (Phantom Feature):'''
=== Bonus Actions ===
* When a creature you can see dies within 30 feet, you gain one soul trinket
* '''Cunning Action:''' Dash, Disengage, or Hide
* You can have maximum proficiency bonus (currently 3) trinkets at once
* '''Pact of the Blade: Conjure:''' Summon or bond pact weapon
* '''Uses:'''
* '''Blessing of the Raven Queen (3/Long Rest):''' Magically teleport up to 30 ft to unoccupied space you can see. Starting at 3rd level, also gain resistance to all damage when you teleport using this trait.
  * Ask the dead one question (trinket destroyed)
  * Grant advantage on death save or attack/ability check (trinket destroyed)
  * Use Wails from the Grave for extra damage


'''Wails from the Grave:'''
=== Reactions ===
* When you deal Sneak Attack damage, deal half that damage (rounded up) to another creature within 30 feet
* '''Uncanny Dodge:''' Halve one attack's damage
* '''Example:''' Sneak Attack for 14 damage → deal 7 necrotic to a second target nearby
* Can use soul trinket to use this even if you've already used it this turn


=== Bonus Actions ===
=== Special Features ===
* '''Harpers - Rank 1 - Initiate of Secrets:''' Gain proficiency and expertise
* '''Crossbow Expert:''' Ignore Loading property; +1 Dex
* '''Ignore Loading:''' You ignore Loading property of crossbows. When make extra attack as result of using weapon that has Light property, can add your ability modifier to damage of extra attack if attack hits.
* '''Dual Wielding:''' When make extra attack with Light property, add ability modifier.
* '''Mask of the Wild:''' Can attempt to hide even when only lightly obscured
* '''Half-Elf Variant:''' Half-elf of wood elf descent can forgo Skill Versatility and instead choose Elf Weapon Training or Fleet of Foot. Mask of Wild. You can replace all the Proficiencies from your Elf Training trait with Proficiency in one Skill of your choice.
* '''Skilled:''' Gain proficiency in 3 skills or tools of choice
* '''Charlatan Ability Score Improvements:''' +3 to Charisma
* '''Raven Queen's Patronage:''' Made pact with Raven Queen
** '''Raven Familiar:''' Additional Warlock Scales & Cantrips, Charismatic (+1 Charisma), Soul Capture for Raven's Reach cantrip or Pact Magic Spell slots
* '''Blessing of the Raven Queen:''' 3/Long Rest, 1 Bonus Action
* '''Raven Queen's Patronage - Blessing:''' Teleport up to 30 ft and gain resistance
* '''Harpers - Rank 1 - Initiate of Secrets:''' Gain proficiency and expertise
* '''Raven's Watch:''' 1/Short Rest, Special


* '''Cunning Action:''' Dash, Disengage, or Hide (THIS IS YOUR BEST FRIEND)
=== Magic Items (Attuned) ===
  * '''Dash:''' Double your movement (60 feet total)
* '''Vaartox Studded Leather:''' Magic armor (AC 13 + Dex)
  * '''Disengage:''' Leave melee without provoking attacks
* '''Circlet of Commanding Presence:''' +2 charisma checks
  * '''Hide:''' Attempt to hide (even in combat if obscured)
* '''Cloak of Protection:''' +1 AC and saves
* '''Hex:''' Curse a target for extra damage
* '''Summon Pact Weapon:''' Create your hex weapon
* '''Misty Step:''' Teleport if you know this spell


=== Reactions ===
== Spells ==


* '''Opportunity Attack:''' When enemy leaves your reach without Disengaging
=== Cantrips (At Will) ===
* '''Hellish Rebuke:''' When hit, burn the attacker (racial trait, 1/long rest)
* '''Blade Ward:''' Protection (Warlock, 1A, Self, V,S, concentration up to 1 minute) PHB-2024 247 (D: 1m, V/S)
* '''Uncanny Dodge:''' When hit by an attack you can see, use reaction to halve damage (AMAZING SURVIVABILITY)
* '''Raven's Reach:''' +6 to hit, 1A, 120 ft, V,S, instantaneous - Count: 2, V/S
* '''Toll the Dead:''' WIS 14, 1A, 60 ft, V,S, instantaneous - PHB-2024 334 (V/S)
* '''Spare the Dying:''' Save dying creature (Raven Queen's Patronage, 1A, 15 ft, V,S, instantaneous) PHB-2024 318 (V/S)


=== Passive Abilities (Always On) ===
=== 1st Level - Warlock (2 Pact Slots) ===
* '''Hex:''' Deal extra 1d6 necrotic (Warlock, 1BA, 90 ft, V,S,M, concentration up to 1 hour) PHB-2024 285 (D: 1h, V/S/M)
* '''Tasha's Hideous Laughter:''' WIS 14, 1A, 30 ft, V,S,M, concentration up to 1 minute - PHB-2024 331 (D: 1m, V/S/M)
* '''Hellish Rebuke:''' DEX 14, 1R, 60 ft, V,S, instantaneous - PHB-2024 284 (V/S)
* '''Disguise Self:''' Change appearance (Harpers Signet Ring, 1A, Self, V,S, 1 hour) PHB-2024 282 (D: 1h, V/S)
* '''Expeditious Retreat:''' Increase movement (Harpers Signet Ring, 1BA, Self, V,S, concentration up to 10 minutes) PHB-2024 270 (1 Charge (3/3), D: 10m, V/S)
* '''Magic Missile:''' Auto-hit damage (Wand of Magic Missiles, 1A, 120 ft, V,S, instantaneous) PHB-2024 256 (1 Charge (6/7), V/S)
* '''Cause Fear:''' WIS 14, 1A, 60 ft, V, concentration up to 1 minute - Raven Queen's Patronage (XGIE 151, D: 1m, V)
* '''False Life:''' Gain temp HP (Eldritch Invocations, 1A, Self, V,S,M, instantaneous) PHB-2024 271 (V/S/M)


* '''Sneak Attack:''' Once per turn, add 3d6 damage when you have advantage or an ally is within 5 feet of target
=== 3rd Level ===
* '''Evasion:''' When you make a Dex save, take half damage on fail, no damage on success
* '''Gaseous Form:''' Transform into mist (Harpers Signet Ring, 1A, Touch, V,S,M, concentration up to 1 hour) PHB-2024 277 (1 Charge (5/5), Creature: One additional creature for each spell slot level above 3rd (V; D: 1h, V/S/M)
* '''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? ==
== SOCIAL SITUATIONS ==


'''Skill Proficiencies (with likely high modifiers):'''
=== Skill Bonuses ===
* '''Stealth:''' +9 or higher with Expertise (best in party for sneaking)
* '''Acrobatics (DEX):''' +9 (Expertise)
* '''Deception:''' +6-8 (great for lying and disguises)
* '''Animal Handling (WIS):''' +0
* '''Sleight of Hand:''' +7 (pickpocketing, palming items)
* '''Arcana (INT):''' +8 (Expertise)
* '''Perception:''' +5 (spotting hidden things)
* '''Athletics (STR):''' +4
* '''Insight:''' +5 (detecting lies and motives)
* '''Deception (CHA):''' +9 (Expertise)
* '''Persuasion or Intimidation:''' Moderate (depending on build)
* '''History (INT):''' +5
* '''Acrobatics:''' +7 (tumbling, balancing, escaping bonds)
* '''Insight (WIS):''' +3
* '''Intimidation (CHA):''' +3
* '''Investigation (INT):''' +8 (Expertise)
* '''Medicine (WIS):''' +0
* '''Nature (INT):''' +2
* '''Perception (WIS):''' +0
* '''Performance (CHA):''' +3
* '''Persuasion (CHA):''' +6
* '''Religion (INT):''' +2
* '''Sleight of Hand (DEX):''' +6 (Expertise)
* '''Stealth (DEX):''' +9 (Expertise)
* '''Survival (WIS):''' +3


'''Special Abilities:'''
=== Passive Scores ===
* '''Whispers of the Dead:''' Temporarily gain proficiency in any skill or tool for 1 hour
* '''Passive Perception:''' 10
  * '''Example uses:''' Learn Forgery Kit proficiency to fake documents, learn Navigator's Tools for sea voyage
* '''Passive Insight:''' 13
* '''Tokens of the Departed:''' Ask a soul trinket one question about its life
* '''Passive Investigation:''' 18
* '''Thieves' Cant:''' Secret language of rogues - communicate with other rogues covertly


'''Roleplay Strengths:'''
=== Senses ===
* Master of stealth and infiltration
* '''Darkvision:''' 90 ft
* Can gather information unseen
* Skilled liar and manipulator
* Connections to underworld through Harper faction
* Can speak to the dead (via tokens)


== EXPLORATION - How Can I Help Outside Combat? ==
=== Social Features ===
* '''Thieves' Cant:''' Secret rogue language
* '''Expertise:''' Double proficiency in Acrobatics, Arcana, Deception, Investigation, Sleight of Hand, Stealth
* '''Whispers of the Dead:''' Gain temporary skill/tool proficiency after rest
* '''Charlatan:''' False identity and forgery skills
* '''Harpers Signet Ring:''' +2 charisma checks via Circlet of Commanding Presence
* '''Fancy Clothes:''' +2 charisma checks


'''Skills for Exploration:'''
=== Languages ===
* '''Stealth:''' +9+ with Expertise - best scout in the party
* Celestial, Draconic, Halfling, Primordial, Thieves' Cant
* '''Perception:''' +5 (passive likely 15+) - spotting traps, hidden doors, ambushes
* '''Investigation:''' Moderate - searching rooms and finding clues
* '''Sleight of Hand:''' +7 - disarming traps, picking locks, pickpocketing


'''Special Abilities:'''
== EXPLORATION ==
* '''Cunning Action (Hide):''' Can hide in combat and exploration, even with light cover
* '''Whispers of the Dead:''' Gain temporary tool proficiency
  * '''Uses:''' Thieves' Tools for locks, forgery kit, navigator's tools, disguise kit
* '''Tokens of the Departed:''' Interrogate the dead for information
* '''Darkvision:''' See in darkness without light


'''Utility Spells (if known):'''
=== Movement ===
* '''Invisibility:''' Perfect for scouting or infiltration
* '''Walking Speed:''' 30 ft (base) + 10 ft (Roving) = 40 ft total
* '''Misty Step:''' Bypass locked doors, chasms, climb walls instantly
* '''Darkvision:''' 90 ft
* '''Spider Climb:''' Walk on walls and ceilings (if you take this invocation)


'''Movement:'''
=== Useful Abilities for Exploration ===
* '''Speed:''' 30 feet normally, 60 feet with Cunning Action (Dash)
* '''Cunning Action:''' Extra mobility via Dash
* '''Evasion:''' Great for avoiding traps that require Dex saves
* '''Mask of the Wild:''' Hide when lightly obscured
* '''Uncanny Dodge:''' Survive surprise attacks and ambushes
* '''Disguise Self:''' Change appearance (1 hour)
* '''Expeditious Retreat:''' Double movement via Dash bonus action
* '''Blessing of the Raven Queen:''' Teleport 30 ft (3/Long Rest)
* '''Raven's Watch:''' Special sight ability (1/Short Rest)


'''Other Abilities:'''
=== Tools ===
* '''Thieves' Tools Proficiency:''' Pick locks and disarm mechanical traps
* '''Disguise Kit:''' Create disguises
* '''Light Armor Proficiency:''' Quiet movement with leather armor
* '''Forgery Kit:''' Create false documents
* '''Fey Ancestry (Half-Elf):''' Advantage on saves vs charm, can't be magically put to sleep
* '''Thieves' Tools:''' Pick locks and disarm traps


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==


{| class="wikitable"
{| class="wikitable"
! Resource !! Total Available !! Recharges On
! Resource !! Total !! Recharges
|-
| '''Hit Dice''' || 6d8 + 2d8 || Long Rest
|-
| '''Sneak Attack''' || 3d6 (1/turn) || Always Available
|-
| '''Cunning Action''' || Unlimited || Always Available
|-
|-
| '''Warlock Spell Slots''' || 2 slots (2nd level) || '''Short or Long Rest''' (huge advantage!)
| '''Uncanny Dodge''' || 1/round || Always Available
|-
|-
| '''Sneak Attack''' || Unlimited || Once per turn (always available)
| '''Warlock Spell Slots''' || 2 Pact Slots || Short/Long Rest
|-
|-
| '''Cunning Action''' || Unlimited || Every turn
| '''Whispers of the Dead''' || 1 skill/tool || Short/Long Rest
|-
|-
| '''Uncanny Dodge''' || Unlimited || Once per round (uses reaction)
| '''Wails from the Grave''' || 3 uses || Long Rest
|-
|-
| '''Soul Trinkets''' || 3 maximum || Gain when creature dies near you
| '''Blessing of the Raven Queen''' || 3 uses || Long Rest
|-
|-
| '''Whispers of the Dead''' || 1 use || Short or Long Rest
| '''Fiendish Vigor (False Life)''' || At Will || -
|-
|-
| '''Hellish Rebuke''' || 1 use || Long Rest
| '''Pact of the Blade''' || At Will || -
|-
|-
| '''Wails from the Grave''' || 1 use/turn || Always available with Sneak Attack
| '''Raven's Watch''' || 1 use || Short Rest
|-
| '''Circlet of Commanding Presence''' || Always Active (+2 Cha checks) || -
|-
| '''Cloak of Protection''' || Always Active (+1 AC/saves) || -
|-
| '''Harpers Signet Ring Spells''' || Multiple charges || Varies
|-
| '''Wand of Magic Missiles''' || 6/7 charges || Unknown
|}
|}


'''Important Notes:'''
== QUICK REFERENCE ==
* **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 ==


'''1. The Assassin Strike (Maximum Single-Target Damage)'''
'''In Combat:'''
* Before combat: Cast Hex on priority target (lasts 1 hour)
# Hide (Cunning Action bonus action) to get Advantage
* Turn 1: Hide as bonus action (Cunning Action)
# Attack with Sneak Attack (3d6 extra damage)
* Turn 2: Attack from hiding with advantage
# Use Wails from the Grave to damage second target (half Sneak Attack dice)
* '''Damage:''' 1d8+4 (rapier) + 3d6 (Sneak Attack) + 1d6 (Hex) + half Sneak Attack to second target (Wails from the Grave)
# Use Uncanny Dodge reaction to halve incoming damage
* '''Average:''' 25-30 damage to primary target, 10-12 to secondary target in one turn
# Use Raven's Reach cantrip for ranged necrotic damage
 
'''2. The Hit-and-Run (Survival in Melee)'''
* Move up to enemy
* Attack with rapier (Sneak Attack if ally nearby)
* Bonus Action: Cunning Action (Disengage)
* 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)'''
* Stay 40-60 feet from combat
* Attack with shortbow each turn
* Get Sneak Attack when allies are in melee with target
* If hit, use Uncanny Dodge to halve damage
* If things get scary, use Misty Step or Cunning Action (Dash) to escape
* '''Why:''' Maximum safety while still dealing full Sneak Attack damage
 
'''4. The Scout (Information Gathering)'''
* Before the party enters dangerous area, use Cunning Action (Hide) with Stealth Expertise
* Scout ahead invisibly (if you have Invisibility spell) or with extreme stealth
* Report back on enemy numbers, positions, traps
* '''Why:''' Your +9+ Stealth makes you the best scout, and you have escape tools if discovered
 
'''5. The Interrogator (Dead or Alive)'''
* '''For living targets:''' Use Deception/Persuasion/Intimidation to extract info
* '''For dead targets:''' Use Token of the Departed to ask one question
* '''For reluctant targets:''' Threaten with phantom powers or use social skills
* '''Why:''' You can get information from sources others can't access
 
'''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 ==


'''On Your Turn, Usually Do One Of These:'''
'''Before Combat:'''
# Attack with advantage or when ally nearby → Sneak Attack damage (3d6 extra)
# Cast Hex on priority target (bonus action, concentration)
# Cast Hex (bonus action) → Attack with weapon (extra 1d6 per hit)
# Position for Sneak Attack opportunities
# Eldritch Blast → Reliable ranged damage without resources
# Consider using Disguise Self or Expeditious Retreat
# Hide (Cunning Action) → Attack next turn with advantage
# Attack → Cunning Action (Disengage) → Move away (hit-and-run)


'''Bonus Action Options (Pick One Per Turn):'''
'''Concentration Spells (can only have ONE active):'''
* Cunning Action: Dash, Disengage, or Hide (MOST COMMON)
* Blade Ward, Hex, Tasha's Hideous Laughter, Expeditious Retreat, Gaseous Form
* Hex: Curse a target for +1d6 per hit
* Misty Step: Teleport 30 feet


'''Reaction Options:'''
'''Key Numbers to Remember:'''
* Uncanny Dodge: Halve damage from one attack (USE THIS OFTEN)
* Sneak Attack: '''3d6 necrotic'''
* Opportunity Attack: Standard melee attack when enemy leaves reach
* Spell Save DC: '''14'''
* Hellish Rebuke: Burn attacker for 2d10 fire (once per long rest)
* Spell Attack: '''+6'''
* AC: '''16'''
* Uncanny Dodge: '''Halve damage (reaction)'''
* Wails from the Grave: '''Half Sneak Attack dice to second target'''


'''Remember:'''
'''Resistances:'''
* Sneak Attack works ONCE PER TURN (not once per round - can use on reactions too!)
* Fire Resistance
* You can use Sneak Attack with ranged OR melee attacks
* Advantage against being charmed
* You need advantage OR an ally within 5 feet of the target
* Advantage on Dex saves
* Cunning Action is your bread and butter - use it every turn
* Immunity to Magical Sleep
* Uncanny Dodge can save your life - don't forget your reaction
* Warlock slots recharge on SHORT rest - use them more freely than other casters
* Wails from the Grave lets you damage TWO targets when you Sneak Attack


[[Category:Player Resources]]
'''Special Note:''' Gootcha excels at stealth, deception, and dealing burst damage to single targets. Use Cunning Action to stay mobile and hidden. Uncanny Dodge keeps you alive.
[[Category:Player Characters]]

Revision as of 15:41, 23 January 2026

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.

Overview

Core Stats:

  • AC: 16 (Light Armor)
  • HP: 59 (Max)
  • Speed: 30 ft.
  • Initiative: +3
  • Proficiency Bonus: +3

Ability Scores:

  • STR 19 (+4) | DEX 17 (+3) | CON 14 (+2)
  • INT 15 (+2) | WIS 10 (+0) | CHA 16 (+3)

Saving Throws:

  • Strength: +5
  • Dexterity: +6 (+4 Bonus on saves; Advantage against being charmed; Advantage on Dex saves; Advantage against Fire Damage)
  • Constitution: +2
  • Intelligence: +5
  • Wisdom: +0
  • Charisma: +6

Warlock Spell Save DC: 14 | Warlock Spell Attack Bonus: +6

COMBAT - What Can I Do On My Turn?

Basic Actions

  • Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise

Weapon Attacks

  • Crossbow, Hand, +1: +7 to hit, 1d6+4 piercing (Martial, Ammunition, Range, Light, Loading, Vex, Range 30/120)
  • Crossbow, Heavy, +1: +7 to hit, 1d10+4 piercing (Martial, Ammunition, Heavy, Loading, Range, Two-Handed, Slow, Range (100/400))
  • Rapier, +1: +8 to hit, 1d8+5 piercing (Martial, Finesse, Vex)
  • Shadowfell Crossbow, Light: +7 to hit, 1d8+4 piercing (Simple, Ammunition, Loading, Range, Two-Handed, Slow, Range (80/320))
  • Shortsword, +1: +8 to hit, 1d6+5 piercing (Martial, Finesse, Light, Vex)
  • Raven's Reach: +6 to hit, 1d10 necrotic (Count: 2, V/S)

Special Combat Abilities

Sneak Attack (3d6 damage):

  • Once per turn when you hit with attack if you have Advantage OR at least one of your allies is within 5 ft of target, ally doesn't have Incapacitated condition, and you don't have Disadvantage on attack roll.
  • Extra damage = 3d6 necrotic (Phantom feature makes it necrotic).

Cunning Action (Bonus Action):

  • Take one of following as Bonus Actions: Dash, Disengage, or Hide.

Uncanny Dodge:

  • When attacker you can see hits you with attack, you can use Reaction to halve attack's damage against you (round down).

Rogue Features

  • Expertise: Double proficiency in 6 skills of choice (2 at 3rd and 10th level)
  • Sneak Attack: Deal 3d6 extra damage once per turn when conditions met
  • Thieves' Cant: Know secret language and signs of rogues
  • Cunning Action: Bonus action for Dash, Disengage, or Hide
  • Uncanny Dodge: Halve damage from one attack (Reaction)
  • Roving: +10 ft movement speed
  • Rogue Subclass - Phantom:
    • Whispers of the Dead: Whenever you finish short or long rest, choose one skill or tool proficiency you lack and gain proficiency. Can lose this proficiency when you use feature again, have Incapacitated condition, or die. You can use this feature to choose a different proficiency when you use this feature again.
    • Wails from the Grave: Immediately after you deal Sneak Attack damage to creature on your turn, target 2nd creature you can see within 30 ft. Roll half Sneak Attack dice (17th) also deal necrotic damage to first creature. You can use this proficiency number of times equal to your proficiency bonus, and regain all expended uses when finish long rest.
    • Tokens of the Departed: As reaction after you deal Sneak Attack damage to creature on turn, target soul trinket. Soul fragments called soul trinkets can ask them questions. While soul trinket is on person, you have Advantage on Death saving throws and Constitution saving throws, for you can't die. You also gain one special benefit while holding trinket. When you use this feature, souls can't have another 'Whispers' associated with it until you finish Long Rest.

Warlock Features (Pact of the Blade)

  • Eldritch Invocations: Magical abilities (Lessons of the First Ones)
    • Fiendish Vigor: Cast False Life on yourself without expending spell slot. When cast spell with feature, automatically succeed number on die.
    • Lessons of the First Ones: Gain one Origin feat of choice
  • Pact Magic: Cast spells
  • Pact of the Blade: Bond with magic weapon
    • Pact of the Blade: Bond: 1 Bonus Action - bond with weapon you touch. Can't bond with magic weapon if someone else attuned to it or another Warlock is bonded with it. Until bond ends, you're proficient with it and can use it as Spellcasting Focus.
    • Pact of the Blade: Conjure: As Bonus Action, conjure pact weapon in your hand, or create bond with magic weapon you touch. Can't bond with magic weapon if someone else attuned to it or another Warlock is bonded with it.
  • Pact Magic: Warlock spell slots
    • Your bond with weapons ends if you use this feature's Bonus Action again, if weapon is more than 5 ft away from you for more than 1 minute, or if you die. Conjured weapon disappears when bond ends.

Warlock Spells

Patron: Raven Queen's Patronage

Bonus Actions

  • Cunning Action: Dash, Disengage, or Hide
  • Pact of the Blade: Conjure: Summon or bond pact weapon
  • Blessing of the Raven Queen (3/Long Rest): Magically teleport up to 30 ft to unoccupied space you can see. Starting at 3rd level, also gain resistance to all damage when you teleport using this trait.

Reactions

  • Uncanny Dodge: Halve one attack's damage

Special Features

  • Harpers - Rank 1 - Initiate of Secrets: Gain proficiency and expertise
  • Crossbow Expert: Ignore Loading property; +1 Dex
  • Ignore Loading: You ignore Loading property of crossbows. When make extra attack as result of using weapon that has Light property, can add your ability modifier to damage of extra attack if attack hits.
  • Dual Wielding: When make extra attack with Light property, add ability modifier.
  • Mask of the Wild: Can attempt to hide even when only lightly obscured
  • Half-Elf Variant: Half-elf of wood elf descent can forgo Skill Versatility and instead choose Elf Weapon Training or Fleet of Foot. Mask of Wild. You can replace all the Proficiencies from your Elf Training trait with Proficiency in one Skill of your choice.
  • Skilled: Gain proficiency in 3 skills or tools of choice
  • Charlatan Ability Score Improvements: +3 to Charisma
  • Raven Queen's Patronage: Made pact with Raven Queen
    • Raven Familiar: Additional Warlock Scales & Cantrips, Charismatic (+1 Charisma), Soul Capture for Raven's Reach cantrip or Pact Magic Spell slots
  • Blessing of the Raven Queen: 3/Long Rest, 1 Bonus Action
  • Raven Queen's Patronage - Blessing: Teleport up to 30 ft and gain resistance
  • Harpers - Rank 1 - Initiate of Secrets: Gain proficiency and expertise
  • Raven's Watch: 1/Short Rest, Special

Magic Items (Attuned)

  • Vaartox Studded Leather: Magic armor (AC 13 + Dex)
  • Circlet of Commanding Presence: +2 charisma checks
  • Cloak of Protection: +1 AC and saves

Spells

Cantrips (At Will)

  • Blade Ward: Protection (Warlock, 1A, Self, V,S, concentration up to 1 minute) PHB-2024 247 (D: 1m, V/S)
  • Raven's Reach: +6 to hit, 1A, 120 ft, V,S, instantaneous - Count: 2, V/S
  • Toll the Dead: WIS 14, 1A, 60 ft, V,S, instantaneous - PHB-2024 334 (V/S)
  • Spare the Dying: Save dying creature (Raven Queen's Patronage, 1A, 15 ft, V,S, instantaneous) PHB-2024 318 (V/S)

1st Level - Warlock (2 Pact Slots)

  • Hex: Deal extra 1d6 necrotic (Warlock, 1BA, 90 ft, V,S,M, concentration up to 1 hour) PHB-2024 285 (D: 1h, V/S/M)
  • Tasha's Hideous Laughter: WIS 14, 1A, 30 ft, V,S,M, concentration up to 1 minute - PHB-2024 331 (D: 1m, V/S/M)
  • Hellish Rebuke: DEX 14, 1R, 60 ft, V,S, instantaneous - PHB-2024 284 (V/S)
  • Disguise Self: Change appearance (Harpers Signet Ring, 1A, Self, V,S, 1 hour) PHB-2024 282 (D: 1h, V/S)
  • Expeditious Retreat: Increase movement (Harpers Signet Ring, 1BA, Self, V,S, concentration up to 10 minutes) PHB-2024 270 (1 Charge (3/3), D: 10m, V/S)
  • Magic Missile: Auto-hit damage (Wand of Magic Missiles, 1A, 120 ft, V,S, instantaneous) PHB-2024 256 (1 Charge (6/7), V/S)
  • Cause Fear: WIS 14, 1A, 60 ft, V, concentration up to 1 minute - Raven Queen's Patronage (XGIE 151, D: 1m, V)
  • False Life: Gain temp HP (Eldritch Invocations, 1A, Self, V,S,M, instantaneous) PHB-2024 271 (V/S/M)

3rd Level

  • Gaseous Form: Transform into mist (Harpers Signet Ring, 1A, Touch, V,S,M, concentration up to 1 hour) PHB-2024 277 (1 Charge (5/5), Creature: One additional creature for each spell slot level above 3rd (V; D: 1h, V/S/M)

SOCIAL SITUATIONS

Skill Bonuses

  • Acrobatics (DEX): +9 (Expertise)
  • Animal Handling (WIS): +0
  • Arcana (INT): +8 (Expertise)
  • Athletics (STR): +4
  • Deception (CHA): +9 (Expertise)
  • History (INT): +5
  • Insight (WIS): +3
  • Intimidation (CHA): +3
  • Investigation (INT): +8 (Expertise)
  • Medicine (WIS): +0
  • Nature (INT): +2
  • Perception (WIS): +0
  • Performance (CHA): +3
  • Persuasion (CHA): +6
  • Religion (INT): +2
  • Sleight of Hand (DEX): +6 (Expertise)
  • Stealth (DEX): +9 (Expertise)
  • Survival (WIS): +3

Passive Scores

  • Passive Perception: 10
  • Passive Insight: 13
  • Passive Investigation: 18

Senses

  • Darkvision: 90 ft

Social Features

  • Thieves' Cant: Secret rogue language
  • Expertise: Double proficiency in Acrobatics, Arcana, Deception, Investigation, Sleight of Hand, Stealth
  • Whispers of the Dead: Gain temporary skill/tool proficiency after rest
  • Charlatan: False identity and forgery skills
  • Harpers Signet Ring: +2 charisma checks via Circlet of Commanding Presence
  • Fancy Clothes: +2 charisma checks

Languages

  • Celestial, Draconic, Halfling, Primordial, Thieves' Cant

EXPLORATION

Movement

  • Walking Speed: 30 ft (base) + 10 ft (Roving) = 40 ft total
  • Darkvision: 90 ft

Useful Abilities for Exploration

  • Cunning Action: Extra mobility via Dash
  • Mask of the Wild: Hide when lightly obscured
  • Disguise Self: Change appearance (1 hour)
  • Expeditious Retreat: Double movement via Dash bonus action
  • Blessing of the Raven Queen: Teleport 30 ft (3/Long Rest)
  • Raven's Watch: Special sight ability (1/Short Rest)

Tools

  • Disguise Kit: Create disguises
  • Forgery Kit: Create false documents
  • Thieves' Tools: Pick locks and disarm traps

RESOURCE MANAGEMENT

Resource Total Recharges
Hit Dice 6d8 + 2d8 Long Rest
Sneak Attack 3d6 (1/turn) Always Available
Cunning Action Unlimited Always Available
Uncanny Dodge 1/round Always Available
Warlock Spell Slots 2 Pact Slots Short/Long Rest
Whispers of the Dead 1 skill/tool Short/Long Rest
Wails from the Grave 3 uses Long Rest
Blessing of the Raven Queen 3 uses Long Rest
Fiendish Vigor (False Life) At Will -
Pact of the Blade At Will -
Raven's Watch 1 use Short Rest
Circlet of Commanding Presence Always Active (+2 Cha checks) -
Cloak of Protection Always Active (+1 AC/saves) -
Harpers Signet Ring Spells Multiple charges Varies
Wand of Magic Missiles 6/7 charges Unknown

QUICK REFERENCE

In Combat:

  1. Hide (Cunning Action bonus action) to get Advantage
  2. Attack with Sneak Attack (3d6 extra damage)
  3. Use Wails from the Grave to damage second target (half Sneak Attack dice)
  4. Use Uncanny Dodge reaction to halve incoming damage
  5. Use Raven's Reach cantrip for ranged necrotic damage

Before Combat:

  1. Cast Hex on priority target (bonus action, concentration)
  2. Position for Sneak Attack opportunities
  3. Consider using Disguise Self or Expeditious Retreat

Concentration Spells (can only have ONE active):

  • Blade Ward, Hex, Tasha's Hideous Laughter, Expeditious Retreat, Gaseous Form

Key Numbers to Remember:

  • Sneak Attack: 3d6 necrotic
  • Spell Save DC: 14
  • Spell Attack: +6
  • AC: 16
  • Uncanny Dodge: Halve damage (reaction)
  • Wails from the Grave: Half Sneak Attack dice to second target

Resistances:

  • Fire Resistance
  • Advantage against being charmed
  • Advantage on Dex saves
  • Immunity to Magical Sleep

Special Note: Gootcha excels at stealth, deception, and dealing burst damage to single targets. Use Cunning Action to stay mobile and hidden. Uncanny Dodge keeps you alive.