Gootcha/Player Guide
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:
- Attack with advantage or when ally nearby → Sneak Attack damage (3d6 extra)
- Cast Hex (bonus action) → Attack with weapon (extra 1d6 per hit)
- Eldritch Blast → Reliable ranged damage without resources
- Hide (Cunning Action) → Attack next turn with advantage
- 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