Keyleth/Player Guide

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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