Gootcha/Player Guide

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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

Role in the Party: Stealth Striker, Skill Specialist, Utility Caster

Core Strengths:

  • Highest burst damage potential (Sneak Attack 3d6 + Wails from the Grave)
  • Best stealth and infiltration specialist (Stealth +9 with expertise)
  • Incredible skill versatility (6 expertise skills + Whispers of the Dead)
  • Uncanny Dodge makes you surprisingly tanky
  • Eldritch invocations and Pact Magic provide utility
  • Can deal damage from range or melee effectively

Core Stats:

  • AC: 16 (Light Armor + Cloak of Protection)
  • HP: 59 (Max) - Middle of the pack
  • Speed: 40 ft (30 ft base + 10 ft Roving)
  • 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 from magic items, Advantage vs charm, Advantage on DEX saves, Advantage vs fire)
  • Constitution: +2
  • Intelligence: +5
  • Wisdom: +0
  • Charisma: +6

Note: Your DEX saves are exceptional with advantage and bonuses

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

COMBAT - What Can I Do On My Turn?

Weapon Attacks

Weapon Attack Bonus Avg Damage (No Sneak Attack) Avg Damage (With Sneak Attack 3d6) Damage Roll Damage Type Range Properties
Rapier, +1 +8 9 20 1d8+5 piercing (+3d6 sneak attack) Piercing Melee Finesse, Vex
Shortsword, +1 +8 8 19 1d6+5 piercing (+3d6 sneak attack) Piercing Melee Finesse, Light, Vex
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

CRITICAL: Sneak Attack 3d6 (avg 11 damage) applies ONCE per turn when:

  • 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)

How to Get Sneak Attack:

Method Requirements Notes
Advantage on Attack Attack with advantage Hide with Cunning Action, get advantage from ally spells, Vex property
Ally Within 5 ft Ally within 5 ft of target, not incapacitated Most common method - position near frontliners
Vex Weapon Property Hit with weapon that has Vex Your next attack vs same target has advantage (Rapier, Shortsword, Hand Crossbow)

Sneak Attack Restrictions:

  • Once per turn (not once per round - can trigger on reactions)
  • Must use finesse or ranged weapon
  • Can't have Disadvantage on the attack roll

Offensive Abilities

Ability Effect Resource Cost When to Use
Sneak Attack (3d6 necrotic) Add 3d6 necrotic damage to one attack per turn Always available (1/turn) When conditions are met
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
Cunning Action: Hide Hide as bonus action Always available Get advantage for next attack (Sneak Attack)
Raven's Reach (cantrip) +6 to hit, 1d10 necrotic damage (count 2) At will Ranged attack option
Toll the Dead (cantrip) WIS 14 save, 1d12 necrotic (2d12 if wounded) At will Ranged damage vs wounded targets
Hex Bonus action, target takes extra 1d6 necrotic per hit (1 hour concentration) 1 Warlock spell slot Extended combat, combine with Sneak Attack

Phantom Rogue Features

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
Wails from the Grave After Sneak Attack, deal half Sneak Attack dice to second target within 30 ft 3/Long Rest Instant
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

Warlock Pact Magic (Pact of the Blade)

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
Pact of the Blade: Conjure Conjure pact weapon as bonus action Always available Create weapon from nothing or bond with magic weapon
Fiendish Vigor Cast False Life at will (gain temp HP) At will No spell slot needed - use liberally
Blessing of the Raven Queen Teleport up to 30 ft, gain resistance to all damage 3/Long Rest Escape, reposition, or tank big hit

Offensive Spells

Spell Level Casting Time Target Damage/Effect Save/Attack Concentration When to Use
Raven's Reach Cantrip 1 Action 120 ft 1d10 necrotic Attack +6 No Ranged damage
Toll the Dead Cantrip 1 Action 60 ft 1d12 necrotic (2d12 if wounded) WIS 14 No Wounded targets
Hex 1st (Warlock) 1 Bonus Action 90 ft +1d6 necrotic per hit None Yes (1 hour) Sustained damage boost
Hellish Rebuke 1st (Warlock) 1 Reaction 60 ft 2d10 fire DEX 14 No When damaged
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

Spell Level Casting Time Effect When to Use
Blade Ward Cantrip 1 Action Resistance to physical damage Before taking big hits
Spare the Dying Cantrip 1 Action Stabilize dying creature Save downed ally
Disguise Self 1st (Ring) 1 Action Change appearance Infiltration, deception
Expeditious Retreat 1st (Ring) 1 Bonus Action Dash as bonus action every turn Escape or chase
False Life 1st (Invocation) 1 Action Gain temp HP (at will) Before combat, after taking damage
Gaseous Form 3rd (Ring) 1 Action Turn creature into mist Escape, infiltration

Defensive Abilities

Ability Effect Resource Cost Range When to Use
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 3/Long Rest Self Escape or tank big hit
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 Always active Self Always on
Advantage on DEX Saves Racial trait Always active Self Fireballs, breath weapons, traps

Bonus Actions

Ability Effect Resource Cost Notes
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
Hex Mark target for +1d6 necrotic per hit (1 hour concentration) 1 Warlock spell slot Sustained damage boost
Expeditious Retreat Dash every turn as bonus action (concentration) 1 charge from ring Chase or escape
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 to all damage 3/Long Rest Escape or reposition

Reactions

Reaction Trigger Effect Resource Cost Range Notes
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
Hellish Rebuke You take damage Deal 2d10 fire damage to attacker 1 Warlock spell slot 60 ft Punish attackers
Tokens of the Departed After you deal Sneak Attack Create soul trinket for advantage on death/CON saves Reaction Self Defensive buff

Passive Abilities (Always On)

Ability Effect Notes
Expertise Double proficiency in Acrobatics, Arcana, Deception, Investigation, Sleight of Hand, Stealth +9 to Stealth, +9 to Deception
Sneak Attack Once per turn, add 3d6 necrotic when conditions met Conditions: Advantage OR ally within 5 ft
Darkvision See in darkness (90 ft) Half-elf variant racial
Mask of the Wild Hide when lightly obscured Wood elf heritage
Fey Ancestry Advantage vs charm, immune to magical sleep Half-elf racial
Advantage on DEX Saves Racial trait Fireballs, breath weapons, traps
Advantage vs Fire Damage Magic item Resist fire-based attacks
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

Skill Bonuses

Skill Bonus Notes
Acrobatics (DEX) +9 Expertise - tumbling, balance, escape grapples
Arcana (INT) +8 Expertise - magic knowledge
Deception (CHA) +9 Expertise - lies, disguises, con artist
Investigation (INT) +8 Expertise - finding clues and hidden objects
Sleight of Hand (DEX) +6 Expertise - pickpocketing, lockpicking, subtle actions
Stealth (DEX) +9 Expertise - hiding, sneaking, infiltration
Persuasion (CHA) +6 Negotiation, diplomacy
History (INT) +5 Knowledge of historical events
Insight (WIS) +3 Read intentions and emotions
Survival (WIS) +3 Tracking, foraging
Athletics (STR) +4 Climb, swim, grapple

Special: Whispers of the Dead lets you gain proficiency in any skill or tool after a short/long rest

Passive Scores

  • Passive Perception: 10
  • Passive Insight: 13
  • Passive Investigation: 18 (excellent for finding clues)

Senses

  • Darkvision: 90 ft (excellent night vision)

Social Features

  • Thieves' Cant: Secret rogue language and coded messages
  • Expertise: Double proficiency in 6 skills makes you the best in the party
  • Whispers of the Dead: Gain temporary skill/tool proficiency after rest
  • Charlatan Background: False identity and forgery skills
  • Disguise Self: Change appearance for 1 hour (via Harpers Signet Ring)
  • Circlet of Commanding Presence: +2 to Charisma checks
  • Fancy Clothes: +2 to Charisma checks (contextual)

Languages

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

EXPLORATION

Movement & Senses

  • Walking Speed: 40 ft (30 ft base + 10 ft Roving)
  • Darkvision: 90 ft
  • Stealth: +9 (expertise) - best in party

Useful Exploration Abilities

  • Cunning Action: Dash || Move 80 ft in one turn (40 ft + 40 ft Dash)
  • Mask of the Wild: Hide when lightly obscured (foliage, rain, mist)
  • Disguise Self: Change appearance for infiltration (1 hour, via ring)
  • Expeditious Retreat: Dash as bonus action every turn (concentration, via ring)
  • Blessing of the Raven Queen: Teleport 30 ft (3/Long Rest)
  • 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 Total Recharges Current Status
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
Blessing of the Raven Queen 3 uses Long Rest Teleport 30 ft + resistance
Tokens of the Departed Reaction after Sneak Attack Long Rest Advantage on death/CON saves
Fiendish Vigor (False Life) Unlimited (at will) - Gain temp HP before combat
Pact of the Blade Unlimited (at will) - Summon/bond weapon
Raven's Watch 1 use Short Rest Special sight
Circlet of Commanding Presence Always Active - +2 Charisma checks
Cloak of Protection Always Active - +1 AC and saves
Harpers Signet Ring Spells Multiple charges Varies Disguise Self, Expeditious Retreat, Gaseous Form
Wand of Magic Missiles 6 charges remaining Unknown Auto-hit damage

COMMON TACTICS

Opening Combat (Turn 1)

Standard Sneak Attack Opening: 1. Bonus Action: Hide with Cunning Action (if cover available) OR cast Hex on priority target 2. Movement: Position for Sneak Attack (within 30 ft of enemy with ally nearby, or hidden) 3. Action: Attack with Rapier +1 or Heavy Crossbow +1 4. If you hit with Sneak Attack: Use Wails from the Grave to damage second target (3/LR)

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

Your Job: Deal Sneak Attack Damage Every Turn

1. Get Sneak Attack Conditions:

  * **Method 1:** Bonus action Hide (Cunning Action), then attack with advantage
  * **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

Fighting a Single Big Enemy:

1. Turn 1: Cast Hex (bonus action) + Attack with Sneak Attack

  * Hex adds +1d6 per hit for 1 hour (concentration)
  * 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

Fighting Multiple Enemies:

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

If You're Surrounded:

  • Cunning Action Disengage (move without opportunity attacks)
  • Blessing of the Raven Queen (teleport 30 ft + resistance to all damage)
  • 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

Combat Priority Checklist

Start of Your Turn: 1. □ Can I get Sneak Attack this turn? (Advantage OR ally within 5 ft) 2. □ Should I Hide for advantage? (Cunning Action bonus action) 3. □ Should I cast Hex? (Bonus action, +1d6 per hit) 4. □ Attack with best weapon (Rapier for melee, Heavy Crossbow for range) 5. □ If Sneak Attack lands: Use Wails from the Grave? (3/LR, if second target within 30 ft)

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

1. Sneak Attack Once Per Turn: You get 3d6 bonus damage once per turn - make sure you get it!

2. Conditions for Sneak Attack: Advantage OR ally within 5 ft of target (no Disadvantage)

3. Wails from the Grave: After Sneak Attack, damage second target (3/LR) - use liberally

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

1. Not Getting Sneak Attack: Always position for advantage or near allies - Sneak Attack is 60% of your damage!

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