Gootcha/Player Guide

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This is a beginner-friendly guide for playing Gootcha. For full character details, see Gootcha.

Overview

Role in the Party: Stealth Expert, Scout & Single-Target Damage Dealer

Core Strengths:

  • Massive damage with Sneak Attack (3d6 extra)
  • Incredible mobility with Cunning Action
  • 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:

  • AC: ~16 (leather armor + Dex)
  • HP: ~45 (moderately fragile - avoid direct hits)
  • Sneak Attack: 3d6 extra damage (once per turn)
  • Spell Slots: 2 slots (Pact Magic, recharge on short rest)
  • Skills: Many proficiencies + Expertise in key skills

COMBAT - What Can I Do On My Turn?

Your Turn (Main Action)

1. Rapier Attack (Melee)

  • 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)

  • To hit: +7 (high accuracy)
  • Damage: 1d6+4 piercing
  • 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)

  • Your pact weapon can be summoned as a bonus action
  • 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)

Offensive Spells:

  • Eldritch Blast (cantrip, ranged) - 1d10 force damage per beam (2 beams at your level), range 120 ft
  • Hex (1st level, bonus action) - Curse a target, add 1d6 necrotic to each hit, lasts up to 1 hour
  • Hellish Rebuke (racial, 1/long rest) - When damaged, reaction to deal 2d10 fire damage
  • Arms of Hadar (1st level) - 10-ft radius, 2d6 necrotic damage to all creatures

Utility Spells:

  • Misty Step (if known) - Teleport 30 feet as a bonus action
  • Invisibility (if known) - Turn invisible until you attack or cast
  • Darkness (if known) - Create magical darkness in 15-ft radius

5. Use Special Rogue Abilities

Tokens of the Departed (Phantom Feature):

  • When a creature you can see dies within 30 feet, you gain one soul trinket
  • You can have maximum proficiency bonus (currently 3) trinkets at once
  • Uses:
 * 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:

  • When you deal Sneak Attack damage, deal half that damage (rounded up) to another creature within 30 feet
  • 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

  • Cunning Action: Dash, Disengage, or Hide (THIS IS YOUR BEST FRIEND)
 * Dash: Double your movement (60 feet total)
 * Disengage: Leave melee without provoking attacks
 * Hide: Attempt to hide (even in combat if obscured)
  • Hex: Curse a target for extra damage
  • Summon Pact Weapon: Create your hex weapon
  • Misty Step: Teleport if you know this spell

Reactions

  • Opportunity Attack: When enemy leaves your reach without Disengaging
  • Hellish Rebuke: When hit, burn the attacker (racial trait, 1/long rest)
  • Uncanny Dodge: When hit by an attack you can see, use reaction to halve damage (AMAZING SURVIVABILITY)

Passive Abilities (Always On)

  • Sneak Attack: Once per turn, add 3d6 damage when you have advantage or an ally is within 5 feet of target
  • Evasion: When you make a Dex save, take half damage on fail, no damage on success
  • 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?

Skill Proficiencies (with likely high modifiers):

  • Stealth: +9 or higher with Expertise (best in party for sneaking)
  • Deception: +6-8 (great for lying and disguises)
  • Sleight of Hand: +7 (pickpocketing, palming items)
  • Perception: +5 (spotting hidden things)
  • Insight: +5 (detecting lies and motives)
  • Persuasion or Intimidation: Moderate (depending on build)
  • Acrobatics: +7 (tumbling, balancing, escaping bonds)

Special Abilities:

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

Roleplay Strengths:

  • Master of stealth and infiltration
  • 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?

Skills for Exploration:

  • Stealth: +9+ with Expertise - best scout in the party
  • 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:

  • 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):

  • Invisibility: Perfect for scouting or infiltration
  • Misty Step: Bypass locked doors, chasms, climb walls instantly
  • Spider Climb: Walk on walls and ceilings (if you take this invocation)

Movement:

  • Speed: 30 feet normally, 60 feet with Cunning Action (Dash)
  • Evasion: Great for avoiding traps that require Dex saves
  • Uncanny Dodge: Survive surprise attacks and ambushes

Other Abilities:

  • Thieves' Tools Proficiency: Pick locks and disarm mechanical traps
  • Light Armor Proficiency: Quiet movement with leather armor
  • Fey Ancestry (Half-Elf): Advantage on saves vs charm, can't be magically put to sleep

RESOURCE MANAGEMENT

Resource Total Available Recharges On
Warlock Spell Slots 2 slots (2nd level) Short or Long Rest (huge advantage!)
Sneak Attack Unlimited Once per turn (always available)
Cunning Action Unlimited Every turn
Uncanny Dodge Unlimited Once per round (uses reaction)
Soul Trinkets 3 maximum Gain when creature dies near you
Whispers of the Dead 1 use Short or Long Rest
Hellish Rebuke 1 use Long Rest
Wails from the Grave 1 use/turn Always available with Sneak Attack

Important Notes:

  • **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)

  • Before combat: Cast Hex on priority target (lasts 1 hour)
  • Turn 1: Hide as bonus action (Cunning Action)
  • Turn 2: Attack from hiding with advantage
  • Damage: 1d8+4 (rapier) + 3d6 (Sneak Attack) + 1d6 (Hex) + half Sneak Attack to second target (Wails from the Grave)
  • Average: 25-30 damage to primary target, 10-12 to secondary target in one turn

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:

  1. Attack with advantage or when ally nearby → Sneak Attack damage (3d6 extra)
  2. Cast Hex (bonus action) → Attack with weapon (extra 1d6 per hit)
  3. Eldritch Blast → Reliable ranged damage without resources
  4. Hide (Cunning Action) → Attack next turn with advantage
  5. Attack → Cunning Action (Disengage) → Move away (hit-and-run)

Bonus Action Options (Pick One Per Turn):

  • Cunning Action: Dash, Disengage, or Hide (MOST COMMON)
  • Hex: Curse a target for +1d6 per hit
  • Misty Step: Teleport 30 feet

Reaction Options:

  • Uncanny Dodge: Halve damage from one attack (USE THIS OFTEN)
  • Opportunity Attack: Standard melee attack when enemy leaves reach
  • Hellish Rebuke: Burn attacker for 2d10 fire (once per long rest)

Remember:

  • Sneak Attack works ONCE PER TURN (not once per round - can use on reactions too!)
  • You can use Sneak Attack with ranged OR melee attacks
  • You need advantage OR an ally within 5 feet of the target
  • Cunning Action is your bread and butter - use it every turn
  • 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