Gootcha/Player Guide

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Revision as of 21:37, 30 May 2026 by Wvaske (talk | contribs) (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 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.