Keyleth/Player Guide
Keyleth Siannodel - Player Guide
Keyleth is a Level 7 Elf Ranger (Swarmkeeper) with the Guide background. Keyleth is a member of the Emerald Enclave and follows the Talons of Veylan.
Overview
Role in the Party: Ranged Damage Dealer, Mobile Striker, Battlefield Controller
Core Strengths:
- Highest consistent ranged damage (Hunter's Mark + Extra Attack + Gathered Swarm)
- Incredible mobility (45 ft speed walking/climbing/swimming, 10 ft flying)
- Battlefield control via Gathered Swarm (move enemies or self)
- Best survivalist and tracker (Survival +9 expertise)
- Excellent stealth capabilities (Stealth +7)
- Strong elemental resistance (fire and poison)
Core Stats:
- AC: 18 (Dragon Scale Mail + Shield)
- HP: 67 (Max) - Above average
- Speed: 45 ft (walking/climbing/swimming), 10 ft flying (with Writhing Tide)
- Initiative: +4 (+Advantage 1/LR from Talons of Veylan)
- Proficiency Bonus: +3
Ability Scores:
- STR 16 (+3) | DEX 18 (+4) | CON 16 (+3)
- INT 15 (+2) | WIS 17 (+3) | CHA 8 (-1)
Saving Throws:
- Strength: +6
- Dexterity: +7 (Advantage vs charm, Advantage vs poison)
- Constitution: +3
- Intelligence: +2
- Wisdom: +6
- Charisma: -1
Spell Save DC: 14 | Spell Attack Bonus: +6
COMBAT - What Can I Do On My Turn?
Weapon Attacks
| Weapon | Attack Bonus | Avg Damage (No Hunter's Mark) | Avg Damage (With Hunter's Mark) | Damage Roll | Damage Type | Range | Properties |
|---|---|---|---|---|---|---|---|
| Longbow, +1 | +10 | 12 | 15 | 1d8+7 piercing (+1d6 Hunter's Mark) | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed, Slow |
| Shortsword, +1 | +8 | 9 | 12 | 1d6+5 piercing (+1d6 Hunter's Mark) | Piercing | Melee | Finesse, Light, Vex |
| Wyrmreaver (Longsword) | +7 | 8 + 4 | 11 + 4 | 1d8+4 slashing + 1d6 radiant (+1d6 Hunter's Mark) | Slashing/Radiant | Melee | Versatile, Sap (1 charge, +3d6 radiant) |
Attack Bonus Breakdown (Longbow):
- +4 DEX modifier
- +3 Proficiency bonus
- +1 Magic weapon bonus
- +2 Archery Fighting Style bonus
- = +10 total
Damage Bonus Breakdown (Longbow):
- +4 DEX modifier
- +1 Magic weapon bonus
- +2 Bracers of Archery
- = +7 total
Hunter's Mark (Your Sustained Damage Engine)
Hunter's Mark: Always prepared, can cast 3 times per Long Rest WITHOUT spending a spell slot
| Feature | Effect | Resource Cost | Duration | When to Use |
|---|---|---|---|---|
| Hunter's Mark (Free) | Mark creature, deal +1d6 damage per hit | 3/Long Rest (no spell slot) | 1 hour (concentration) | Start of combat on priority target |
| Hunter's Mark (Spell Slot) | Same effect, but uses spell slot | 1st-level spell slot | 1 hour (concentration) | Extended adventuring day (4th+ combat) |
| Move Hunter's Mark | Move mark to new target as bonus action | No additional cost | - | When marked target dies |
Expected Damage with Hunter's Mark Active:
- Turn 1: Bonus action Hunter's Mark + 1 attack = 1d8+7 + 1d6 + 1d6 (Gathered Swarm) = ~19 damage
- Subsequent turns: 2 attacks = (1d8+7 + 1d6) × 2 + 1d6 (Gathered Swarm) = ~34 damage per turn
Gathered Swarm (YOUR SIGNATURE ABILITY)
Gathered Swarm: Once per turn, after you hit with an attack, choose ONE of the following:
| Option | Effect | Save DC | When to Use |
|---|---|---|---|
| Damage | Deal extra 1d6 piercing damage | None | Maximum damage (boss fights) |
| Push/Pull Enemy | Move target up to 15 ft horizontally | STR save DC 14 | Battlefield control, environmental hazards |
| Move Self | Move yourself 5 ft horizontally | None | Reposition without provoking opportunity attacks |
Tactical Notes:
- Triggers AFTER you hit, so you know the attack landed
- Once per turn, but triggers on ANY attack (including opportunity attacks)
- Can't knock prone until level 11
- Movement is horizontal only (can't lift or drop creatures)
Offensive Abilities
| Ability | Effect | Resource Cost | When to Use |
|---|---|---|---|
| Hunter's Mark | +1d6 damage per hit for 1 hour | 3/Long Rest (free) | Every combat |
| Extra Attack | Attack twice when you take Attack action | Always active | Every turn - don't forget! |
| Gathered Swarm: Damage | +1d6 piercing damage once per turn | Always available | Boss fights, high HP enemies |
| Archery Fighting Style | +2 to ranged attack rolls | Always active | Already included in +10 to hit |
| Bracers of Archery | +2 to ranged damage rolls | Always active | Already included in damage |
| Wyrmreaver Charge | +3d6 radiant damage with longsword | 1 charge (1 remaining) | Emergency melee damage |
Offensive Spells (By Category)
Damage Spells:
| Spell | Level | Casting Time | Target/Range | Damage/Effect | Save/Attack | Concentration | When to Use |
|---|---|---|---|---|---|---|---|
| Thorn Whip | Cantrip | 1 Action | 30 ft | 2d6 piercing, pull 10 ft | Attack +6 | No | Pull enemy into hazard |
| Hail of Thorns | 1st | 1 Bonus Action | Self → 5 ft around target | Hit + 1d10 piercing to nearby | DEX 14 | No | AOE damage when enemies grouped |
| Ensnaring Strike | 1st | 1 Bonus Action | Self → next attack | Hit + restrain target | STR 14 | Yes (1 min) | Lock down enemy |
| Zephyr Strike | 1st | 1 Bonus Action | Self | Advantage on attack, +1d8 damage, no opportunity attacks | None | Yes (1 min) | Mobility + damage boost |
| Absorb Elements | 1st | 1 Reaction | Self | Resistance to element, +1d6 damage next hit | None | 1 round | React to elemental damage |
Control/Debuff Spells:
| Spell | Level | Casting Time | Target/Range | Effect | Save | Concentration | When to Use |
|---|---|---|---|---|---|---|---|
| Faerie Fire | 1st (Always Prepared) | 1 Action | 60 ft / 20 ft cube | Creatures glow, attacks vs them have advantage | DEX 14 | Yes (1 min) | Make party attacks easier |
| Ensnaring Strike | 1st | 1 Bonus Action | Next attack | Restrain target | STR 14 | Yes (1 min) | Lock down melee threat |
| Web | 2nd (Always Prepared) | 1 Action | 60 ft / 20 ft cube | Restrain creatures in area | DEX 14 | Yes (1 hour) | Control multiple enemies |
Support/Healing Spells:
| Spell | Level | Casting Time | Target | Effect | When to Use |
|---|---|---|---|---|---|
| Healing Spirit | 2nd | 1 Bonus Action | 60 ft / 5 ft cube | Creatures entering heal 1d6 | Out-of-combat group healing |
| Magic Weapon | 2nd | 1 Bonus Action | Touch | +1 to attack and damage for 1 hour | Buff ally's weapon |
Utility Spells:
| Spell | Level | Casting Time | Effect | Duration | When to Use |
|---|---|---|---|---|---|
| Longstrider | 1st (1/LR) | 1 Action | +10 ft speed | 1 hour | Pre-combat buff (already have 45 ft) |
| Pass without Trace | 2nd (1/LR) | 1 Action | +10 Stealth to party (30 ft emanation) | 1 hour | Stealth missions |
| Speak with Animals | 1st (3 uses) | 1 Action | Talk to beasts | 10 minutes | Information gathering |
| Detect Poison and Disease | 1st (1/LR) | 1 Action | Detect toxins in 30 ft | 10 minutes | Dungeon exploration |
| Find Traps | 2nd | 1 Action | Locate traps in 120 ft | Instant | Before opening doors |
Cantrips:
| Cantrip | Effect | When to Use |
|---|---|---|
| Mage Hand | Spectral hand for manipulation | Trigger traps, retrieve objects |
| Druidcraft | Minor druid effects | Weather prediction, ignite/snuff flames |
| Mold Earth | Shape 5 ft cube of earth | Create cover, dig holes |
Defensive Abilities
| Ability | Effect | Resource Cost | When to Use |
|---|---|---|---|
| Gathered Swarm: Move Self | Move 5 ft without provoking opportunity attacks | Always available (1/turn) | Escape melee, reposition |
| Writhing Tide | Gain 10 ft flying speed and hover for 1 minute | 3/Long Rest | Reach high places, avoid ground hazards |
| Dragon Scale Mail | AC 18, fire resistance | Always active | Always on |
| Talon Initiate (Rank 2) | Resistance to one dragon element | Long Rest to change | Choose based on expected threats |
| Absorb Elements | Reaction for resistance to element damage | 1st-level spell slot | React to breath weapons, spells |
| Web | Restrain multiple enemies | 2nd-level spell slot | Control battlefield |
| Advantage on DEX Saves | Fey Ancestry + Elf traits | Always active | Fireballs, traps, breath weapons |
Bonus Actions
| Ability | Effect | Resource Cost | Notes |
|---|---|---|---|
| Hunter's Mark | Mark creature for +1d6 damage per hit | 3/Long Rest (free) or 1st spell slot | Cast at start of combat |
| Move Hunter's Mark | Move mark to new creature | None (if already active) | When marked target dies |
| Writhing Tide | Gain 10 ft flying speed and hover for 1 minute | 3/Long Rest | Vertical mobility |
| Hail of Thorns | Next attack deals AOE damage | 1st-level spell slot | When enemies grouped |
| Ensnaring Strike | Next attack restrains target | 1st-level spell slot | Lock down priority target |
| Zephyr Strike | Advantage on attack, +1d8 damage, no opportunity attacks | 1st-level spell slot | Mobility + damage |
| Healing Spirit | Create healing zone | 2nd-level spell slot | Out-of-combat healing |
| Magic Weapon | Grant +1 to attack/damage | 2nd-level spell slot | Buff ally's weapon |
Reactions
| Reaction | Trigger | Effect | Resource Cost | Range | Notes |
|---|---|---|---|---|---|
| Opportunity Attack | Enemy leaves reach without Disengaging | Make ranged or melee attack | None | 5 ft | Can trigger Gathered Swarm |
| Absorb Elements | You take acid, cold, fire, lightning, or thunder damage | Resistance to that damage type, +1d6 on next melee hit | 1st-level spell slot | Self | Great vs breath weapons |
Passive Abilities (Always On)
| Ability | Effect | Notes |
|---|---|---|
| Extra Attack | Attack twice when you take Attack action | Remember your second attack! |
| Archery Fighting Style | +2 to ranged attack rolls | Included in +10 to hit |
| Bracers of Archery | +2 to ranged attack and damage with bows | Included in stats |
| Deft Explorer: Roving | +10 ft speed, climb and swim speeds equal walking speed | 45 ft walking/climbing/swimming |
| Deft Explorer: Expertise | Expertise in Survival | +9 to Survival |
| Darkvision | See in darkness up to 60 ft | Elf racial |
| Fey Ancestry | Advantage vs charm, immune to magical sleep | Elf racial |
| Keen Senses | Proficiency in Perception | Elf racial |
| Trance | 4 hours meditation instead of 8 hours sleep | Elf racial |
| Fire Resistance | Dragon Scale Mail | Always active |
| Poison Resistance | Talons of Veylan Rank 2 | Always active |
| Advantage on Initiative (1/LR) | Talons of Veylan Rank 1 | Announce before rolling |
SOCIAL SITUATIONS
Skill Bonuses
| Skill | Bonus | Notes |
|---|---|---|
| Survival (WIS) | +9 | Expertise - best tracker, forager, navigator |
| Stealth (DEX) | +7 | Sneaking, hiding |
| Athletics (STR) | +6 | Climb, swim, grapple (climb/swim at 45 ft!) |
| Animal Handling (WIS) | +6 | Calm animals, control mounts |
| Insight (WIS) | +6 | Read intentions, detect lies |
| Perception (WIS) | +6 | Spot hidden things, notice details |
| Investigation (INT) | +5 | Find clues, analyze evidence |
| Arcana (INT) | +2 | Magic knowledge |
| History (INT) | +2 | Historical knowledge |
| Medicine (WIS) | +3 | Treat wounds, diagnose illness |
Passive Scores
- Passive Perception: 16 (excellent)
- Passive Insight: 16 (excellent)
- Passive Investigation: 15 (good)
Senses
- Darkvision: 60 ft
Social Features
- Speak with Animals: Communicate with beasts (3/day)
- Trance: Elven meditation (4 hours instead of 8 hours sleep)
- Guide Background: Navigation and wilderness expertise
- Emerald Enclave Member: Authority on nature matters
- Talons of Veylan: Dragonslayer reputation
Languages
- Common, Elvish, Abyssal, Draconic, Dwarvish
EXPLORATION
Movement & Senses
- Walking Speed: 45 ft (35 ft base + 10 ft Roving)
- Climbing Speed: 45 ft
- Swimming Speed: 45 ft
- Flying Speed: 10 ft (when using Writhing Tide)
- Darkvision: 60 ft
Useful Exploration Abilities
- Survival +9 (Expertise): Best tracker, forager, and navigator in party
- Pass without Trace: +10 Stealth to entire party (30 ft emanation, 1 hour, 1/LR)
- Speak with Animals: Gather information from beasts (3 uses)
- Detect Poison and Disease: Identify hazards (1/LR)
- Find Traps: Locate traps before triggering them
- Longstrider: +10 ft speed boost (55 ft total, 1/LR)
- Trance: Only need 4 hours rest instead of 8
- Climbing/Swimming: 45 ft speed for both - exceptional mobility
- Writhing Tide: 10 ft flying for 1 minute (3/LR)
Tools
- Cartographer's Tools: Create accurate maps
RESOURCE MANAGEMENT
| Resource | Total | Recharges | Current Status |
|---|---|---|---|
| Hit Dice (d10) | 7 | Long Rest | Track usage |
| Hunter's Mark (Free) | 3 uses | Long Rest | Cast without spell slot |
| Gathered Swarm | Once per turn | Always available | Choose damage, push, or move self |
| Extra Attack | Always active | - | Attack twice per turn |
| Writhing Tide | 3 uses | Long Rest | Flying 10 ft for 1 minute |
| Spell Slots (1st-level) | 4 | Long Rest | Ensnaring Strike, Zephyr Strike, etc. |
| Spell Slots (2nd-level) | 3 | Long Rest | Healing Spirit, Web, etc. |
| Longstrider (Elven Lineage) | 1 use | Long Rest | +10 ft speed |
| Pass without Trace (Elven Lineage) | 1 use | Long Rest | +10 Stealth to party |
| Speak with Animals | 3 uses | Unknown | Talk to beasts |
| Detect Poison and Disease | 1 use | Long Rest | Identify toxins |
| Talons of Veylan: Advantage on Initiative | 1 use | Long Rest | Declare before rolling |
| Wyrmreaver Charges | 1 charge remaining | Unknown | +3d6 radiant damage |
| Dragon Scale Mail | Always active | - | AC 18, fire resistance |
| Bracers of Archery | Always active | - | +2 attack and damage with bows |
COMMON TACTICS
Opening Combat (Turn 1)
Standard Opening Sequence: 1. Bonus Action: Cast Hunter's Mark (free, 3/LR) on priority target 2. Movement: Position at optimal range (60-150 ft for longbow) 3. Action: Attack ONCE with Longbow +1 (save Extra Attack for turn 2+) 4. After Hit: Use Gathered Swarm for +1d6 damage 5. Damage Turn 1: 1d8+7 + 1d6 (Hunter's Mark) + 1d6 (Gathered Swarm) = ~19 damage
Why Only One Attack Turn 1?
- Hunter's Mark takes your bonus action
- You don't have Extra Attack as a bonus action
- Turn 2+ you attack twice per turn
Alternative Opening (Control): 1. Action: Cast Faerie Fire (all attacks vs targets have advantage) 2. Turn 2: Bonus action Hunter's Mark + attack twice with advantage 3. Use When: Party needs advantage, multiple enemies
During Combat - Ranged Damage Dealer
Your Job: Consistent Damage from Range
1. Attack Twice Per Turn (Extra Attack):
* Attack 1: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage * Attack 2: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage * After hitting: Gathered Swarm +1d6 = ~4 damage * **Total: ~34 damage per turn**
2. Position Carefully:
* Stay at 60-150 ft range (longbow optimal range) * Use cover when possible * Use Gathered Swarm to move self 5 ft without opportunity attacks
3. Use Hunter's Mark Efficiently:
* Lasts 1 hour (concentration) * When target dies, move mark to new target (bonus action, no spell slot) * Applies to EVERY hit (both attacks per turn)
4. Gathered Swarm Decision Tree:
* **Boss fight / Single target:** Damage (+1d6) * **Enemy near cliff/fire/hazard:** Push 15 ft * **Surrounded or need to reposition:** Move self 5 ft * **Enemy approaching ally:** Push 15 ft away
5. Maintain Concentration:**
* Hunter's Mark requires concentration * If you cast Web or Faerie Fire, you lose Hunter's Mark * Choose wisely: sustained damage vs battlefield control
During Combat - Battlefield Controller
Using Gathered Swarm for Control:
1. Push Enemies into Hazards:
* Push 15 ft into fire, off cliffs, into pit traps * STR save DC 14 - but still worth trying * Works great with Web (restrained = auto-fail STR save)
2. Protect Allies:
* Push enemies away from squishies * Create space for allies to escape * Disrupt enemy formations
3. Control Your Own Position:
* Move self 5 ft without opportunity attacks * Escape grapples and melee range * Reposition without using movement
4. Combine with Spells:
* **Web + Gathered Swarm:** Restrained enemies auto-fail STR save vs push * **Faerie Fire + Attacks:** Advantage on attacks makes hitting easier * **Ensnaring Strike:** Restrain single target
Boss Fight Tactics
Fighting a Single Big Enemy:
1. Turn 1: Hunter's Mark (bonus action) + Attack once
* Mark boss with Hunter's Mark (1 hour concentration, 3/LR free) * Attack with Longbow +1 * Gathered Swarm for +1d6 damage
2. Subsequent Turns:
* Attack twice (Extra Attack) * Each attack: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage * After hitting: Gathered Swarm +1d6 = ~4 damage * **Total per turn: ~34 damage**
3. If Boss Has Legendary Resistance:
* Don't waste Web or control spells * Focus on damage (Hunter's Mark + Gathered Swarm damage option)
4. If Boss Uses Breath Weapon:
* Absorb Elements reaction (resistance to damage) * Advantage on DEX saves helps avoid it * Fire resistance from Dragon Scale Mail
5. If Boss is Flying:
* Longbow range 150/600 ft - you can hit it * Use Gathered Swarm to damage (can't push flying target) * Consider Writhing Tide for 10 ft flying yourself
Multi-Enemy Tactics
Fighting Multiple Enemies:
1. Turn 1: Battlefield Control:
* Cast Web (2nd-level slot) to restrain multiple enemies * Next turn: Attack restrained enemies with advantage * Gathered Swarm to push enemies deeper into Web
2. Turn 1: Damage Focus:
* Hunter's Mark on priority target (free cast, 3/LR) * Attack twice * Gathered Swarm for damage * Move mark to new target when first dies
3. Use Faerie Fire:
* 20 ft cube, DEX save DC 14 * Entire party gets advantage vs affected enemies * Great when enemies are grouped
4. Use Hail of Thorns:
* Bonus action, next hit deals 1d10 to all creatures within 5 ft * Good when enemies are clustered * Combine with Extra Attack for two chances to trigger
5. Push Enemies with Gathered Swarm:
* Push enemies off cliffs * Push enemies into environmental hazards * Push enemies away from squishies
Resource Conservation
Managing Your Resources:
- Hunter's Mark (3 free casts per Long Rest):**
- Use EVERY combat if possible
- When target dies, move mark to new target (no spell slot)
- Lasts 1 hour - can sustain through multiple short encounters
- Only use spell slots for Hunter's Mark on 4th+ combat of the day
- Gathered Swarm (Always Available):**
- Use EVERY turn after you hit
- No resource cost - spam it!
- Choose damage for bosses, push for control, move self for safety
- Writhing Tide (3/Long Rest):**
- Lasts 1 minute (10 rounds) - very efficient
- Use when you need vertical mobility
- Use to avoid ground-based hazards
- Don't hoard it - 3 uses is plenty
- Spell Slots:**
- **1st-level (4 slots):** Absorb Elements (reaction), Ensnaring Strike, Zephyr Strike
- **2nd-level (3 slots):** Web (battlefield control), Healing Spirit (out-of-combat healing)
- **Save slots for emergencies:** You have Hunter's Mark free 3 times - don't burn slots on it
- Limited Uses:**
- Pass without Trace: 1/LR - use for stealth missions
- Longstrider: 1/LR - use before combat/travel
- Speak with Animals: 3 uses - use for information gathering
- Wyrmreaver Charge: 1 remaining - save for emergency melee
Special Situations
If You're in Melee:
- Use Gathered Swarm to move self 5 ft (no opportunity attack)
- Switch to shortswords if enemies are adjacent
- Use Writhing Tide to fly 10 ft away
- Cast Zephyr Strike (no opportunity attacks for 1 minute)
If Enemy is Fleeing:
- Opportunity attack with longbow (triggers Gathered Swarm)
- Cast Ensnaring Strike (restrain on hit)
- Use Gathered Swarm to push them back toward party
If Ally is Dying:
- Cast Healing Spirit (2nd-level, bonus action)
- Healing Spirit heals 1d6 when creature enters 5 ft cube
- Position it on downed ally
- Out-of-combat, everyone walks through it for full healing
If You Need Stealth:
- Cast Pass without Trace (+10 Stealth to party, 1/LR)
- Your Stealth +7 becomes +17 with Pass without Trace
- Party becomes nearly invisible
If You Need to Track:
- Survival +9 (expertise) - you're the best tracker
- Speak with Animals to ask local wildlife
- Use Investigation +5 to find clues
QUICK REFERENCE
Combat Priority Checklist
Start of Your Turn: 1. □ Is Hunter's Mark active? If not, cast it (bonus action) 2. □ If Hunter's Mark target is dead, move mark to new target (bonus action) 3. □ Am I in optimal range? (60-150 ft for longbow) 4. □ Attack TWICE with Extra Attack - don't forget second attack! 5. □ After hitting: Use Gathered Swarm (damage, push enemy, or move self)
Enemy's Turn: 1. □ Did I take elemental damage? Use Absorb Elements? (Reaction, 1st-level spell slot) 2. □ Can I make opportunity attack if enemy moves? (Triggers Gathered Swarm!)
After Combat: 1. □ Is Hunter's Mark still active? (Lasts 1 hour - keep it for next encounter) 2. □ Spell slots remaining? 3. □ Writhing Tide uses remaining? 4. □ Cast Healing Spirit for group healing?
Key Numbers to Remember
Attack Bonuses:
- Longbow +1: +10 to hit (+4 DEX, +3 Prof, +1 magic, +2 Archery)
- Longbow damage: 1d8+7 (+4 DEX, +1 magic, +2 Bracers)
Damage Per Turn (with Hunter's Mark active):
- Attack 1: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
- Attack 2: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
- Gathered Swarm (after hit): +1d6 = ~4 damage
- **Total: ~34 damage per turn**
Turn 1 Damage (casting Hunter's Mark):
- Bonus action Hunter's Mark + 1 attack: ~19 damage
- (Turn 2+ you attack twice)
Spell Save DC: 14 Spell Attack Bonus: +6
Defensive Numbers:
- AC: 18 (Dragon Scale Mail + Shield)
- HP: 67
- Speed: 45 ft (walking/climbing/swimming)
Best Damage Options
Top Damage Combination (Sustained):
- Turn 1:**
- Bonus Action: Hunter's Mark (free, 3/LR)
- Action: Attack once with Longbow
- After hit: Gathered Swarm (+1d6 damage)
- Total: ~19 damage
- Turn 2+:**
- Action: Attack twice with Longbow (Extra Attack)
- Each attack: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
- After hit: Gathered Swarm (+1d6) = ~4 damage
- **Total per turn: ~34 damage**
Over 3 rounds against same target:
- Turn 1: 19 damage
- Turn 2: 34 damage
- Turn 3: 34 damage
- **Total: 87 damage in 3 rounds (29 DPR average)**
Best Control Options
Battlefield Control Priority:
1. Web (2nd-level):
* 20 ft cube, restrain multiple enemies * DEX save DC 14 or restrained * 1 hour duration * Best vs multiple grounded enemies
2. Faerie Fire (1st-level):
* 20 ft cube, creatures glow * Attacks vs them have advantage * Great for party-wide buff
3. Gathered Swarm: Push:
* Move enemy 15 ft horizontally * STR save DC 14 * Push into hazards, off cliffs, away from allies
4. Ensnaring Strike (1st-level):
* Restrain single target on hit * STR save DC 14 to end * Good vs single priority target
Status Conditions & Effects
Conditions You Can Inflict:
- Restrained (Web): Multiple targets, DEX save DC 14
- Restrained (Ensnaring Strike): Single target, STR save DC 14
- Advantage for Allies (Faerie Fire): DEX save DC 14
- Knocked Prone: Not until level 11
- Sap (Wyrmreaver): Disadvantage on next attack
Conditions You Resist/Avoid:
- Fire Resistance: Dragon Scale Mail
- Poison Resistance: Talons of Veylan Rank 2
- Advantage on DEX Saves: Racial traits
- Advantage vs Charm: Fey Ancestry
- Immune to Magical Sleep: Fey Ancestry
- Advantage on Initiative (1/LR): Talons of Veylan Rank 1
Remember These Critical Things
1. Hunter's Mark at Start of Combat: +1d6 to EVERY attack - huge damage boost
2. Attack TWICE Per Turn: Extra Attack - don't forget second attack!
3. Gathered Swarm After Every Hit: Choose damage (+1d6), push (15 ft), or move self (5 ft)
4. You Have 3 Free Hunter's Marks: Don't use spell slots until 4th+ combat
5. Move Hunter's Mark When Target Dies: Bonus action, no spell slot - keep it active
6. Hunter's Mark Lasts 1 Hour: Can sustain through multiple encounters
7. Longbow Range is 150/600: You can hit from very far away
8. Attack Bonus is +10: You hit very reliably
9. You Have Incredible Mobility: 45 ft walking/climbing/swimming, 10 ft flying
10. You're the Party Tracker: Survival +9 expertise - you're the best
Common Mistakes to Avoid
1. Forgetting Extra Attack: Attack TWICE per turn when you take Attack action!
2. Not Using Hunter's Mark: +1d6 per hit is 60% of your damage boost - use it!
3. Forgetting Gathered Swarm: After EVERY hit, choose damage/push/move - it's free!
4. Using Spell Slots for Hunter's Mark: You have 3 free casts per long rest - use those first!
5. Not Moving Hunter's Mark: When target dies, move mark to new target (bonus action, free)
6. Forgetting Archery Fighting Style: +2 already included in +10 to hit
7. Forgetting Bracers of Archery: +2 damage already included in 1d8+7
8. Not Using Writhing Tide: 3 uses per long rest for 1 minute flying - very efficient
9. Breaking Concentration: Hunter's Mark is concentration - don't cast other concentration spells unless needed
10. Standing Still: You have 45 ft speed - use it! Reposition, use cover, stay mobile