Gootcha/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.
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