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''This is a beginner-friendly guide for playing Keyleth. For full character details, see [[Keyleth]].''
= 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 ==
== Overview ==


'''Role in the Party:''' Ranged Damage Dealer, Tracker & Swarm Controller
'''Core Stats:'''
* '''AC:''' 18 (Light Armor, Medium Armor, Shields)
* '''HP:''' 67 (Max)
* '''Speed:''' 45 ft. (Walking), 45 ft. (Climbing), 45 ft. (Swimming)
* '''Initiative:''' +4
* '''Proficiency Bonus:''' +3
 
'''Ability Scores:'''
* STR 16 (+3) | DEX 18 (+4) | CON 16 (+3)
* INT 15 (+2) | WIS 17 (+3) | CHA 8 (-1)


'''Core Strengths:'''
'''Saving Throws:'''
* Consistent ranged damage with archery fighting style
* Strength: +6
* Unique Gathered Swarm for extra damage and battlefield control
* Dexterity: +7 (Advantage Made to avoid or end the Charmed condition; Advantage against the poisoned condition)
* Hunter's Mark for sustained damage boost
* Constitution: +3
* Excellent tracker and wilderness expert
* Intelligence: +2
* Versatile ranger spells for utility and damage
* Wisdom: +6
* Best ranged accuracy in the party
* Charisma: -1


'''Key Stats to Know:'''
'''Spell Save DC:''' 14 | '''Spell Attack Bonus:''' +6
* '''AC:''' ~16 (studded leather + Dex)
* '''HP:''' ~52 (moderately durable)
* '''Attack Bonus (ranged):''' +7 (very accurate with archery style)
* '''Hunter's Mark:''' +1d6 damage per hit (lasts 1 hour)
* '''Gathered Swarm:''' 1d6 extra damage or movement (once per turn)
* '''Spell Slots:''' 4/3/0/0 (1st and 2nd level only)
* '''Spell Save DC:''' ~14


== COMBAT - What Can I Do On My Turn? ==
== COMBAT - What Can I Do On My Turn? ==


=== Your Turn (Main Action) ===
=== Basic Actions ===
* '''Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise'''


'''1. Longbow Attack (Your Bread and Butter)'''
=== Weapon Attacks ===
* '''To hit:''' +7 (archery fighting style gives +2)
* '''Longbow, +1:''' +10 to hit, 1d8+7 piercing (Martial, Ammunition, Heavy, Range, Two-Handed, Slow, Range (150/600))
* '''Damage:''' 1d8+4 piercing
* '''Shortsword, +1:''' +8 to hit, 1d6+5 piercing (Martial, Finesse, Light, Vex)
* '''Range:''' 150 feet (600 feet max)
* '''Shortsword, +1:''' +8 to hit, 1d6+5 piercing (Martial, Finesse, Light, Vex)
* '''+ Hunter's Mark:''' +1d6 per hit (if active)
* '''Wyrmreaver:''' +7 to hit, 1d8+4 slashing (+1d6 Radiant, +3d6 Radiant, 1 Charge, Martial, Versatile, Sap)
* '''+ Gathered Swarm:''' +1d6 piercing (once per turn)
* '''Thorn Whip:''' +6 to hit, 2d6 piercing (V/S/M)
* '''Full damage with both:''' 1d8+4+1d6+1d6 = ~18 average damage per hit
* '''Unarmed Strike:''' +6 to hit, 4 bludgeoning
* '''When to use:''' Almost always - this is your primary attack


'''2. Extra Attack (Two Attacks per Turn)'''
=== Special Combat Abilities ===
* At level 7, you attack TWICE when you take the Attack action
* '''Total damage potential:''' 2 attacks × (1d8+4+1d6) + 1d6 swarm = ~30 damage per turn
* '''Remember:''' Gathered Swarm only triggers once per turn, not per attack


'''3. Cast a Spell (Ranger Spells)'''
'''Gathered Swarm (CORE CLASS FEATURE):'''
Once on each of your turns, you can cause the swarm to assist you in one of following ways, immediately after you hit a creature with an attack:
* The attack's target takes '''1d6 piercing damage''' from the swarm.
* The attack's target must succeed on a '''STR saving throw (DC-14)''' or be '''moved by the swarm up to 15 ft''' horizontally in a direction of your choice. [11th] also knocks the creature prone.
* You are '''moved by the swarm 5 ft''' horizontally in a direction of your choice. [11th] also gives you half cover until the start of your next turn.


'''Offensive Spells:'''
'''Hunter's Mark (Bonus Action, 3/Long Rest):'''
* '''Hunter's Mark''' (1st, bonus action) - Add 1d6 to each hit for 1 hour, track target
* You always have '''Hunter's Mark''' prepared and can cast it without expending a spell slot 3 times per Long Rest.
* '''Hail of Thorns''' (1st) - Next ranged attack triggers 1d10 AoE damage
* Mark a creature; deal extra '''1d6 damage''' when you hit with attack.
* '''Spike Growth''' (2nd) - 20-ft radius difficult terrain, 2d4 damage per 5 feet moved
* As bonus action, gain flying speed of 10 ft and can hover.
* '''Gust of Wind''' (2nd) - 60-ft line pushes creatures, difficult terrain
* Effect lasts for 1 minute or until you use this feature again.
* '''Lightning Arrow''' (3rd, when you get it) - Next ranged attack deals 4d8 lightning AoE


'''Utility Spells:'''
'''Writhing Tide (Bonus Action, 3/Long Rest):'''
* '''Cure Wounds''' (1st) - Heal 1d8+3
* As bonus action, gain flying speed of 10 ft and can hover.
* '''Goodberry''' (1st) - Create 10 berries, each heals 1 HP
* Effect lasts for 1 minute or until you use this feature again.
* '''Pass Without Trace''' (2nd) - Party gets +10 to Stealth for 1 hour
* '''Lesser Restoration''' (2nd) - Cure disease or condition
* '''Locate Animals or Plants''' (2nd, ritual) - Find specific creatures
* '''Locate Object''' (2nd) - Find a specific object you've seen


'''Swarmkeeper Spells (Always Prepared):'''
'''Extra Attack:'''
* '''Faerie Fire''' (1st) - Outline enemies in light, attacks have advantage
* When you take the Attack action, you can attack '''twice''' instead of once.
* '''Web''' (2nd) - 20-ft cube restrains creatures
* '''Mage Hand''' (cantrip) - Your swarm forms a hand to manipulate objects at range


'''4. Gathered Swarm (Once Per Turn)'''
'''Fighting Style - Archery:'''
* You gain '''+ 2 bonus''' to attack rolls with '''Ranged weapons'''.


When you hit with an attack, you can activate your swarm (no action required):
=== Cantrips (At Will) ===
* '''Thorn Whip:''' +6 to hit, 2d6 piercing (Magic Initiate (Druid), 1A, 30 ft, V,S,M, instantaneous) PHB-2024 333 (V/S/M)
* '''Mold Earth:''' Shape earth (Magic Initiate (Druid), 1A, 30 ft/5 ft Cube, S, instantaneous) EE 162 (5 ft Cube, S)
* '''Druidcraft:''' Minor druid magic (Magic Initiate (Druid), 1A, 30 ft, V,S, instantaneous) PHB-2024 266 (V/S)
* '''Mage Hand:''' Spectral hand (Swarmkeeper Magic (Always Prepared), 1A, 30 ft, V,S, 1 minute) PHB-2024 293 (D: 1m, V/S)


'''Option A: Extra Damage'''
=== Bonus Actions ===
* Deal an additional 1d6 piercing damage to the target
* '''Hunter's Mark (3/Long Rest):''' Mark creature for extra 1d6 damage per hit
* '''Use when:''' You want maximum damage on a single target
* '''Writhing Tide (3/Long Rest):''' Gain 10 ft flying speed and hover for 1 minute


'''Option B: Move the Target'''
=== Reactions ===
* Move the target 15 feet horizontally in any direction
* None listed
* '''Use when:''' Push enemy off cliff, into hazard, away from ally, or closer to melee allies
 
'''Option C: Move Yourself'''
* Move yourself 5 feet horizontally (doesn't provoke opportunity attacks)
* '''Use when:''' Escape melee, get better positioning, stay mobile
 
'''5. Melee Attack (Emergency Only)'''
* '''Shortsword:''' +6 to hit, 1d6+4 piercing
* '''Generally avoid melee - you're a ranged specialist'''


=== Bonus Actions ===
=== Special Features ===
* '''Favored Enemy:''' Choose type of creature; always have '''Hunter's Mark''' prepared and can cast without spell slot 3 times per Long Rest
* '''Deft Explorer:''' Expertise in one skill proficiency of choice. Speed increases by 10 ft while not wearing Heavy armor. You also have Climb and Swim Speed equal to your speed.
* '''Weapon Mastery:''' Proficient with properties of 3 kinds Simple or Martial weapons of choice. Whenever finish Long Rest, can change one weapon choice.
* '''Fighting Style:''' Archery - +2 to attack rolls with Ranged weapons
* '''Ranger Subclass:''' Swarmkeeper (Trickster of Elf)
** '''Gathered Swarm:''' Once each turn, cause swarm to assist after you hit creature with attack (see above)
** '''Swarmkeeper Magic:''' Learn additional spell of 1st level or higher when reach certain Ranger levels, as shown in Swarmkeeper Spells table
** '''Ability Score Improvement:''' +1 to two ability scores or feat
** '''Roving:''' Speed increases by 10 ft. while aren't wearing Heavy armor. You also have Climb and Swim speed equal to speed.
** '''Writhing Tide:''' As bonus action, flying speed 10 ft, hover - 3/Long Rest, 1 Bonus Action
* '''Elven Lineage:''' Choose lineage from Elven Lineages table. Gain 1 benefit of feat's spells is Intelligence, Wisdom, Charisma (choose when select this feat).
** '''Wood Elf Lineage:''' Your Speed increases to 35 ft and gain spells outlined in Elven Lineages table.
** '''Elven Lineage Spells:''' outlined in Wood Elf
* '''Fey Ancestry:''' Advantage on saving throws to avoid or end Charmed condition
* '''Keen Senses:''' Proficiency in Insight, Perception, or Survival skill
* '''Trance:''' Don't need sleep, and magic can't put you to sleep. Spend those hours in trancelike meditation, during which you retain consciousness.
* '''Two-Weapon Fighting:''' When make extra attack as result of using weapon that has Light property, can add ability modifier to damage of that attack if it hits
* '''Archery:''' Gain +2 bonus to attack rolls with Ranged weapons
* '''Magic Initiate (Druid):''' Two Cantrips. Learn two cantrips of choice from Druid spell list. Int., Wis., or Cha. is spellcasting ability for this feat's spells (choose when you select this feat).
* '''Guide Ability Score Improvements:''' +2 to two scores (+2 WIS / +1 DEX)
* '''Talons of Veylan - Rank 1 - Wyrmwatcher:''' Advantage on Initiative Rolls once per long rest
* '''Talons of Veylan - Rank 2 - Talon Initiate:''' You are resistant to an element after slaying a dragonkin. You can select new element associated with a dragon at long rest after you have spilled the blood of a dragon.


* '''Hunter's Mark:''' Mark a target for +1d6 damage per hit (1 hour duration)
=== Magic Items (Attuned) ===
* '''Favored Foe (Alternative):''' Mark a target for 1d4 extra damage (if you chose this variant)
* '''Bracers of Archery:''' +2 to attack and damage with bows
* '''Transfer Hunter's Mark:''' Move mark to new target when current target dies (no spell slot)
* '''Dragon Scale Mail of the Wyrmwood:''' AC bonus, resistance
* '''Wyrmreaver:''' +1d6/+3d6 radiant damage longsword


=== Reactions ===
== Spells ==


* '''Opportunity Attack:''' When enemy leaves your reach
=== Cantrips (At Will) ===
* '''Writhing Tide (Level 7 Feature):''' Gain flying speed equal to walking speed until end of turn (proficiency bonus times per long rest, currently 3/day)
* '''Thorn Whip:''' +6 to hit, 2d6 piercing (Magic Initiate (Druid), 1A, 30 ft, V,S,M, instantaneous) PHB-2024 333 (V/S/M)
* '''Mold Earth:''' (Magic Initiate (Druid), 1A, 30 ft/5 ft Cube, S, instantaneous) EE 162 (5 ft Cube, S)
* '''Druidcraft:''' (Magic Initiate (Druid), 1A, 30 ft, V,S, instantaneous) PHB-2024 266 (V/S)
* '''Mage Hand:''' (Swarmkeeper Magic (Always Prepared), 1A, 30 ft, V,S, 1 minute) PHB-2024 293 (D: 1m, V/S)


=== Passive Abilities (Always On) ===
=== 1st Level (4 Slots) ===
* '''Ensnaring Strike:''' STR 14, 1BA, Self, V, concentration up to 1 minute - PHB-2024 268 (D: 1m, V)
* '''Hail of Thorns:''' DEX 14, 1BA, Self, V, instantaneous - PHB-2024 283 (V)
* '''Zephyr Strike:''' Movement buff (Ranger, 1BA, Self, V, concentration up to 1 minute) XGIE 171 (D: 1m, V)
* '''Absorb Elements:''' DEX 14, 1R, Self, S, 1 round - Ranger (EE 150, D: 1Rnd, S)
* '''Detect Poison and Disease:''' Detect toxins (Ranger, 1A, Self/30 ft Sphere, V,S,M, concentration up to 10 minutes) PHB-2024 282 (1/LR: (Used), D: 10m, 30 ft Sphere, V/S/M)
* '''Speak with Animals:''' Talk to animals (Ranger, 1A, Self, V,S, 10 minutes) PHB-2024 318 (1 Use (3/3), D: 10m, V/S)
* '''Longstrider:''' Speed boost (Ranger, 1A, Touch, V,S,M, 1 hour) PHB-2024 293 (1/LR: (Used), D: 1h, V/S/M)
* '''Longstrider (Elven Lineage Spells):''' (Elven Lineage Spells, 1A, Touch, V,S,M, 1 hour) PHB-2024 293 (1/LR: (Used), D: 1h, V/S/M)
* '''Faerie Fire:''' DEX 14, 1A, 60 ft/20 ft Cube, V, concentration up to 1 minute - Swarmkeeper Magic (Always Prepared) (PHB-2024 271, D: 1m, 20 ft Cube, V)
* '''Hunter's Mark:''' (Favored Enemy (Always Prepared), 1BA, 90 ft, V, concentration up to 1 hour) PHB-2024 287 (Ext. D: (See Description*); D: 1h, V)


* '''Gathered Swarm:''' Your swarm is always with you, can be used once per turn
=== 2nd Level (3 Slots) ===
* '''Archery Fighting Style:''' +2 to ranged attack rolls (already included in your +7)
* '''Healing Spirit:''' Heal over time (Ranger, 1BA, 60 ft/5 ft Cube, V,S, concentration up to 1 minute) XGIE 157 (D: 1m, 5 ft Cube, V/S)
* '''Natural Explorer:''' Benefits in favored terrain (advantage on Initiative, difficult terrain doesn't slow you, etc.)
* '''Magic Weapon:''' Buff weapon (Ranger, 1BA, Touch, V,S, concentration up to 1 hour) PHB-2024 296 (D: 1h, V/S)
* '''Primeval Awareness:''' Detect creature types within 1 mile (6 miles in favored terrain)
* '''Find Traps:''' Locate traps (Ranger, 1A, 120 ft, V,S, instantaneous) PHB-2024 273 (V/S)
* '''Land's Stride:''' Non-magical difficult terrain doesn't slow you, advantage on saves vs magical plants
* '''Pass without Trace:''' +10 Stealth (Ranger, 1A, Self/30 ft, V,S,M, concentration up to 1 hour) PHB-2024 303 (1/LR: (Used), D: 1h, 30 ft Emanation, V/S/M)
* '''Pass without Trace (Elven Lineage Spells):''' (Elven Lineage Spells, 1A, Self/30 ft, V,S,M, concentration up to 1 hour) PHB-2024 303 (1/LR: (Used), D: 1h, 30 ft Emanation, V/S/M)
* '''Web:''' DEX 14, 1A, 60 ft/20 ft Cube, V,S,M, concentration up to 1 hour - Swarmkeeper Magic (Always Prepared) (PHB-2024 340, D: 1h, 20 ft Cube, V/S/M)


== SOCIAL SITUATIONS - How Can I Interact? ==
== SOCIAL SITUATIONS ==


'''Skill Proficiencies:'''
=== Skill Bonuses ===
* '''Survival:''' +7 (best tracker - finding trails, foraging, predicting weather)
* '''Acrobatics (DEX):''' +4
* '''Nature:''' +4 (knowledge of plants, animals, terrain)
* '''Animal Handling (WIS):''' +6
* '''Perception:''' +7 (spotting hidden things, ambushes)
* '''Arcana (INT):''' +2
* '''Stealth:''' +6 (sneaking and hiding)
* '''Athletics (STR):''' +6
* '''Animal Handling:''' +6 (calming and controlling animals)
* '''Deception (CHA):''' -1
* '''Athletics or Acrobatics:''' Moderate (depends on build)
* '''History (INT):''' +2
* '''Insight:''' +6 (reading people)
* '''Insight (WIS):''' +6
* '''Intimidation (CHA):''' -1
* '''Investigation (INT):''' +5
* '''Medicine (WIS):''' +3
* '''Nature (INT):''' +2
* '''Perception (WIS):''' +6
* '''Performance (CHA):''' -1
* '''Persuasion (CHA):''' -1
* '''Religion (INT):''' +2
* '''Sleight of Hand (DEX):''' +4
* '''Stealth (DEX):''' +7
* '''Survival (WIS):''' +9 (Expertise)


'''Special Abilities:'''
=== Passive Scores ===
* '''Favored Enemy:''' Advantage on tracking and Intelligence checks about certain creature types
* '''Passive Perception:''' 16
* '''Natural Explorer:''' Expert in your favored terrain (advantage on Initiative, difficult terrain doesn't slow you, party can't get lost)
* '''Passive Insight:''' 16
* '''Primeval Awareness:''' Sense presence of creature types within miles
* '''Passive Investigation:''' 15
* '''Gathered Swarm:''' Your swarm can scout, carry messages, or create distractions (at DM discretion)


'''Roleplay Strengths:'''
=== Senses ===
* Master tracker and wilderness guide
* '''Darkvision:''' 60 ft
* Deep connection to nature
* Member of Emerald Enclave - protector of natural order
* Wood Elf heritage - wisdom and connection to forests
* Swarmkeeper flavor - insects, birds, or fey spirits as constant companions


== EXPLORATION - How Can I Help Outside Combat? ==
=== Social Features ===
* '''Keen Senses:''' Proficiency in Perception or Survival
* '''Speak with Animals:''' Communicate with beasts
* '''Trance:''' Elven meditation instead of sleep


'''Skills for Exploration:'''
=== Languages ===
* '''Survival:''' +7 (tracking, foraging, navigation - you're the expert)
* Abyssal, Common, Draconic, Dwarvish, Elvish
* '''Perception:''' +7 (passive likely 17) - excellent for spotting danger
* '''Nature:''' +4 - identifying plants, animals, environmental hazards
* '''Stealth:''' +6 - sneaking (+16 with Pass Without Trace!)


'''Special Abilities:'''
== EXPLORATION ==
* '''Natural Explorer:''' In favored terrain:
  * Difficult terrain doesn't slow your group
  * Party can't get lost (except by magic)
  * Remain alert to danger even while foraging or tracking
  * Double proficiency on Survival checks
  * Learn exact number, size, and time since creatures passed
* '''Primeval Awareness:''' Detect creature types (aberrations, celestials, dragons, elementals, fey, fiends, undead) within 1 mile (6 miles in favored terrain)
* '''Land's Stride:''' Move through non-magical difficult terrain at normal speed
* '''Writhing Tide:''' Fly for one turn (3/long rest) - great for scouting or crossing gaps


'''Utility Spells:'''
=== Movement ===
* '''Pass Without Trace:''' Give party +10 to Stealth for 1 hour (AMAZING for group sneaking)
* '''Walking Speed:''' 45 ft (35 ft base + 10 ft from Roving)
* '''Locate Animals or Plants:''' Find specific creatures or plants
* '''Climbing Speed:''' 45 ft
* '''Locate Object:''' Find a specific object within 1,000 feet
* '''Swimming Speed:''' 45 ft
* '''Speak with Animals:''' Talk to beasts (if prepared)
* '''Flying Speed:''' 10 ft (when using Writhing Tide)
* '''Goodberry:''' Create food that heals
* '''Darkvision:''' 60 ft
* '''Mage Hand (Swarmkeeper):''' Your swarm manipulates objects at 30 feet


'''Movement:'''
=== Useful Abilities for Exploration ===
* '''Speed:''' 35 feet (Wood Elf speed)
* '''Deft Explorer:''' Expertise in Survival, increased speed, climb/swim speeds
* '''Writhing Tide:''' Fly 35 feet (3/long rest, lasts one turn)
* '''Roving:''' +10 ft speed, climb and swim equal to walking speed
* '''Mask of the Wild (Wood Elf):''' Can hide when lightly obscured by natural phenomena
* '''Pass without Trace:''' +10 to Stealth for party (concentration)
* '''Speak with Animals:''' Gather information from beasts
* '''Detect Poison and Disease:''' Identify hazards
* '''Find Traps:''' Locate traps
* '''Wood Elf Lineage:''' 35 ft base speed
* '''Trance:''' Only need 4 hours rest instead of 8
* '''Mask of the Wild:''' No mentioned in this sheet


'''Other Abilities:'''
=== Tools ===
* '''Darkvision:''' See in dim light as bright, darkness as dim (60 feet)
* '''Cartographer's Tools:''' Create maps
* '''Fey Ancestry:''' Advantage vs charm, can't be magically put to sleep
* '''Trance:''' Only need 4 hours of rest instead of 8


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==


{| class="wikitable"
{| class="wikitable"
! Resource !! Total Available !! Recharges On
! Resource !! Total !! Recharges
|-
|-
| '''Spell Slots (1st)''' || 4 slots || Long Rest
| '''Hit Dice''' || 7d10 || Long Rest
|-
|-
| '''Spell Slots (2nd)''' || 3 slots || Long Rest
| '''Hunter's Mark (Free)''' || 3 uses || Long Rest
|-
|-
| '''Gathered Swarm''' || Unlimited || Once per turn (always available)
| '''Gathered Swarm''' || 1/turn (always available) || -
|-
|-
| '''Writhing Tide (Flight)''' || 3 uses || Long Rest
| '''Writhing Tide''' || 3 uses || Long Rest
|-
|-
| '''Primeval Awareness''' || 1 spell slot per use || Until you use it again
| '''Spell Slots (1st)''' || 4 || Long Rest
|-
| '''Spell Slots (2nd)''' || 3 || Long Rest
|-
| '''Extra Attack''' || Always Available || -
|-
| '''Talons of Veylan - Wyrmwatcher''' || 1 use || Long Rest
|-
| '''Longstrider (Elven Lineage)''' || 1 use || Long Rest
|-
| '''Pass without Trace (Elven Lineage)''' || 1 use || Long Rest
|-
| '''Speak with Animals''' || 3 uses || Unknown
|-
| '''Detect Poison and Disease''' || 1 use || Long Rest
|-
| '''Bracers of Archery''' || Always Active (+2 attack/damage) || -
|-
| '''Dragon Scale Mail''' || Always Active || -
|-
| '''Wyrmreaver Charges''' || 1 charge remaining || Unknown
|}
|}
'''Important Notes:'''
* Hunter's Mark lasts 1 hour and only uses one spell slot - VERY efficient
* Gathered Swarm costs nothing - use it every single turn
* Pass Without Trace lasts 1 hour - one 2nd-level slot gives party massive Stealth boost for exploration
* Writhing Tide is limited (3/day) - save for important moments
* Extra Attack means you attack twice but only use one action
== COMMON TACTICS ==
'''1. The Marked Hunter (Maximum Single-Target Damage)'''
* Turn 1: Cast Hunter's Mark (bonus action) on priority target
* Attack twice with longbow
* Use Gathered Swarm for +1d6 damage on one hit
* '''Damage:''' 2 attacks × (1d8+4+1d6) + 1d6 swarm = ~30 damage
* '''Duration:''' Lasts up to 1 hour - keep dealing +1d6 per hit
* When target dies, move mark to new target (bonus action, no spell slot)
'''2. The Crowd Controller (Area Denial)'''
* Cast Spike Growth or Web to lock down an area
* Position yourself 60+ feet away from the affected area
* Attack enemies stuck in the hazard with longbow
* Use Gathered Swarm to push enemies back into the hazard if they escape
* '''Why:''' Control the battlefield while dealing ranged damage safely
'''3. The Skirmisher (Mobile Archer)'''
* Attack twice with longbow
* Use Gathered Swarm (Option C) to move yourself 5 feet away
* If enemies close in, use Writhing Tide (reaction) to fly 35 feet away
* '''Why:''' Stay mobile, never get pinned down in melee
'''4. The Team Buffer (Support Role)'''
* Before combat: Cast Pass Without Trace (+10 Stealth to party)
* In combat: Cast Faerie Fire to give allies advantage on attacks
* Use Gathered Swarm to push enemies away from allies or into flanking positions
* Use Cure Wounds or Goodberry to heal allies
* '''Why:''' Support the party while still dealing damage
'''5. The Precision Striker (High-Value Target Elimination)'''
* Use Faerie Fire to outline enemies (advantage on attacks)
* Attack enemy spellcasters or archers twice with advantage
* Use Gathered Swarm for extra damage or to push them off elevated positions
* '''Expected damage with advantage:''' 30+ damage, very likely to hit
* '''Why:''' Take out dangerous enemies quickly with high accuracy
'''6. The Scout (Information Gathering)'''
* Use Primeval Awareness to detect creature types within miles
* Use Survival expertise to track enemies
* Use Writhing Tide to fly and scout from above
* Cast Pass Without Trace and lead party in stealth
* '''Why:''' You're the best scout with tracking, awareness, and stealth tools


== QUICK REFERENCE ==
== QUICK REFERENCE ==


'''On Your Turn, Usually Do One Of These:'''
'''In Combat:'''
# Hunter's Mark (bonus action) → Attack twice with longbow → Gathered Swarm
# Turn 1: Cast Hunter's Mark (bonus action, free 3/day) on priority target
# Attack twice with longbow → Gathered Swarm (if Hunter's Mark already active)
# Make 2 longbow attacks per turn (Extra Attack) at +10 to hit
# Cast Faerie Fire or Spike Growth → Position yourself at range
# After hitting, use Gathered Swarm for extra 1d6 damage OR movement control
# Attack twice → Use Gathered Swarm to move enemy or yourself
# Use Writhing Tide for flying/hover if you need positioning or escape
# Cure Wounds on injured ally → Move to safe position
# Save spell slots for healing (Healing Spirit) or utility
 
'''Gathered Swarm Options (Choose One Per Turn):'''
* '''Damage:''' +1d6 piercing (most common)
* '''Push/Pull Enemy:''' 15 feet in any horizontal direction
* '''Reposition Yourself:''' Move 5 feet (doesn't provoke opportunity attacks)
 
'''Spell Preparation Strategy:'''
* '''Always prepare:''' Hunter's Mark, Cure Wounds, Pass Without Trace
* '''Combat control:''' Spike Growth, Faerie Fire (Swarmkeeper spell)
* '''Utility:''' Goodberry, Lesser Restoration, Locate Object
* '''Don't forget:''' Web (Swarmkeeper spell - auto-prepared)
 
'''Bonus Action Options:'''
* Hunter's Mark: Mark target for +1d6 per hit
* Transfer Hunter's Mark: Move mark when target dies
* Healing Word (if you have it): Heal ally at range


'''Reaction Options:'''
'''Before Combat:'''
* Opportunity Attack: Standard melee attack
# Cast Pass without Trace for stealthy approach (+10 Stealth for party)
* Writhing Tide: Fly 35 feet (3/long rest)
# Position at range (longbow has 150/600 ft range)
# Cast Hunter's Mark when combat starts


'''Remember:'''
'''Concentration Spells (can only have ONE active):'''
* You attack TWICE per Attack action - don't forget Extra Attack!
* Ensnaring Strike, Zephyr Strike, Absorb Elements, Detect Poison and Disease, Hunter's Mark, Healing Spirit, Magic Weapon, Pass without Trace, Web
* Gathered Swarm triggers once PER TURN, not per attack
* Hunter's Mark lasts 1 HOUR - you can mark many enemies with one spell slot
* When Hunter's Mark target dies, you can move it to a new target as bonus action (FREE!)
* Archery fighting style gives you +2 to hit (already in your +7 attack bonus)
* Pass Without Trace gives WHOLE PARTY +10 Stealth for 1 hour
* Writhing Tide doesn't provoke opportunity attacks and costs only a reaction
* Your swarm can be reflavored however you want: insects, birds, fey spirits, nature spirits
* Use Gathered Swarm EVERY TURN - it costs nothing!


'''Damage Breakdown:'''
'''Key Numbers to Remember:'''
* '''Without buffs:''' 2d8+8 = ~17 damage per turn
* Longbow Attack: '''+10 to hit''' (+4 DEX +3 Prof +1 magic +2 Archery)
* '''With Hunter's Mark:''' 2d8+8+2d6 = ~24 damage per turn
* Longbow Damage: '''1d8+7''' (+4 DEX +1 magic +2 Bracers)
* '''With Hunter's Mark + Gathered Swarm:''' 2d8+8+3d6 = ~27-30 damage per turn
* Hunter's Mark: Extra '''1d6''' per hit
* '''With advantage (Faerie Fire):''' ~35+ damage per turn (higher crit chance)
* Gathered Swarm: Extra '''1d6 piercing''' OR move target 15 ft OR move self 5 ft
* AC: '''18'''
* Speed: '''45 ft''' (walking/climbing/swimming)
* Spell Save DC: '''14'''


'''Best Combat Routine:'''
'''Resistances:'''
1. Turn 1: Hunter's Mark (bonus) + Attack twice + Gathered Swarm
* Fire Resistance, Poison Resistance
2. Turn 2-X: Attack twice + Gathered Swarm (Hunter's Mark persists)
* Advantage vs Charmed
3. When target dies: Move Hunter's Mark (bonus) + Attack twice + Gathered Swarm
* Advantage vs Poisoned
4. Repeat until combat ends or Hunter's Mark runs out (1 hour)
* Immunity to Magical Sleep


[[Category:Player Resources]]
'''Special Note:''' Keyleth is a highly mobile ranged damage dealer. Use Hunter's Mark + Extra Attack + Gathered Swarm for consistent damage. Writhing Tide provides flying when needed. Pass without Trace makes the entire party stealthy.
[[Category:Player Characters]]

Revision as of 15:41, 23 January 2026

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

Core Stats:

  • AC: 18 (Light Armor, Medium Armor, Shields)
  • HP: 67 (Max)
  • Speed: 45 ft. (Walking), 45 ft. (Climbing), 45 ft. (Swimming)
  • Initiative: +4
  • 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 Made to avoid or end the Charmed condition; Advantage against the poisoned condition)
  • Constitution: +3
  • Intelligence: +2
  • Wisdom: +6
  • Charisma: -1

Spell Save DC: 14 | Spell Attack Bonus: +6

COMBAT - What Can I Do On My Turn?

Basic Actions

  • Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise

Weapon Attacks

  • Longbow, +1: +10 to hit, 1d8+7 piercing (Martial, Ammunition, Heavy, Range, Two-Handed, Slow, Range (150/600))
  • Shortsword, +1: +8 to hit, 1d6+5 piercing (Martial, Finesse, Light, Vex)
  • Shortsword, +1: +8 to hit, 1d6+5 piercing (Martial, Finesse, Light, Vex)
  • Wyrmreaver: +7 to hit, 1d8+4 slashing (+1d6 Radiant, +3d6 Radiant, 1 Charge, Martial, Versatile, Sap)
  • Thorn Whip: +6 to hit, 2d6 piercing (V/S/M)
  • Unarmed Strike: +6 to hit, 4 bludgeoning

Special Combat Abilities

Gathered Swarm (CORE CLASS FEATURE): Once on each of your turns, you can cause the swarm to assist you in one of following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a STR saving throw (DC-14) or be moved by the swarm up to 15 ft horizontally in a direction of your choice. [11th] also knocks the creature prone.
  • You are moved by the swarm 5 ft horizontally in a direction of your choice. [11th] also gives you half cover until the start of your next turn.

Hunter's Mark (Bonus Action, 3/Long Rest):

  • You always have Hunter's Mark prepared and can cast it without expending a spell slot 3 times per Long Rest.
  • Mark a creature; deal extra 1d6 damage when you hit with attack.
  • As bonus action, gain flying speed of 10 ft and can hover.
  • Effect lasts for 1 minute or until you use this feature again.

Writhing Tide (Bonus Action, 3/Long Rest):

  • As bonus action, gain flying speed of 10 ft and can hover.
  • Effect lasts for 1 minute or until you use this feature again.

Extra Attack:

  • When you take the Attack action, you can attack twice instead of once.

Fighting Style - Archery:

  • You gain + 2 bonus to attack rolls with Ranged weapons.

Cantrips (At Will)

  • Thorn Whip: +6 to hit, 2d6 piercing (Magic Initiate (Druid), 1A, 30 ft, V,S,M, instantaneous) PHB-2024 333 (V/S/M)
  • Mold Earth: Shape earth (Magic Initiate (Druid), 1A, 30 ft/5 ft Cube, S, instantaneous) EE 162 (5 ft Cube, S)
  • Druidcraft: Minor druid magic (Magic Initiate (Druid), 1A, 30 ft, V,S, instantaneous) PHB-2024 266 (V/S)
  • Mage Hand: Spectral hand (Swarmkeeper Magic (Always Prepared), 1A, 30 ft, V,S, 1 minute) PHB-2024 293 (D: 1m, V/S)

Bonus Actions

  • Hunter's Mark (3/Long Rest): Mark creature for extra 1d6 damage per hit
  • Writhing Tide (3/Long Rest): Gain 10 ft flying speed and hover for 1 minute

Reactions

  • None listed

Special Features

  • Favored Enemy: Choose type of creature; always have Hunter's Mark prepared and can cast without spell slot 3 times per Long Rest
  • Deft Explorer: Expertise in one skill proficiency of choice. Speed increases by 10 ft while not wearing Heavy armor. You also have Climb and Swim Speed equal to your speed.
  • Weapon Mastery: Proficient with properties of 3 kinds Simple or Martial weapons of choice. Whenever finish Long Rest, can change one weapon choice.
  • Fighting Style: Archery - +2 to attack rolls with Ranged weapons
  • Ranger Subclass: Swarmkeeper (Trickster of Elf)
    • Gathered Swarm: Once each turn, cause swarm to assist after you hit creature with attack (see above)
    • Swarmkeeper Magic: Learn additional spell of 1st level or higher when reach certain Ranger levels, as shown in Swarmkeeper Spells table
    • Ability Score Improvement: +1 to two ability scores or feat
    • Roving: Speed increases by 10 ft. while aren't wearing Heavy armor. You also have Climb and Swim speed equal to speed.
    • Writhing Tide: As bonus action, flying speed 10 ft, hover - 3/Long Rest, 1 Bonus Action
  • Elven Lineage: Choose lineage from Elven Lineages table. Gain 1 benefit of feat's spells is Intelligence, Wisdom, Charisma (choose when select this feat).
    • Wood Elf Lineage: Your Speed increases to 35 ft and gain spells outlined in Elven Lineages table.
    • Elven Lineage Spells: outlined in Wood Elf
  • Fey Ancestry: Advantage on saving throws to avoid or end Charmed condition
  • Keen Senses: Proficiency in Insight, Perception, or Survival skill
  • Trance: Don't need sleep, and magic can't put you to sleep. Spend those hours in trancelike meditation, during which you retain consciousness.
  • Two-Weapon Fighting: When make extra attack as result of using weapon that has Light property, can add ability modifier to damage of that attack if it hits
  • Archery: Gain +2 bonus to attack rolls with Ranged weapons
  • Magic Initiate (Druid): Two Cantrips. Learn two cantrips of choice from Druid spell list. Int., Wis., or Cha. is spellcasting ability for this feat's spells (choose when you select this feat).
  • Guide Ability Score Improvements: +2 to two scores (+2 WIS / +1 DEX)
  • Talons of Veylan - Rank 1 - Wyrmwatcher: Advantage on Initiative Rolls once per long rest
  • Talons of Veylan - Rank 2 - Talon Initiate: You are resistant to an element after slaying a dragonkin. You can select new element associated with a dragon at long rest after you have spilled the blood of a dragon.

Magic Items (Attuned)

  • Bracers of Archery: +2 to attack and damage with bows
  • Dragon Scale Mail of the Wyrmwood: AC bonus, resistance
  • Wyrmreaver: +1d6/+3d6 radiant damage longsword

Spells

Cantrips (At Will)

  • Thorn Whip: +6 to hit, 2d6 piercing (Magic Initiate (Druid), 1A, 30 ft, V,S,M, instantaneous) PHB-2024 333 (V/S/M)
  • Mold Earth: (Magic Initiate (Druid), 1A, 30 ft/5 ft Cube, S, instantaneous) EE 162 (5 ft Cube, S)
  • Druidcraft: (Magic Initiate (Druid), 1A, 30 ft, V,S, instantaneous) PHB-2024 266 (V/S)
  • Mage Hand: (Swarmkeeper Magic (Always Prepared), 1A, 30 ft, V,S, 1 minute) PHB-2024 293 (D: 1m, V/S)

1st Level (4 Slots)

  • Ensnaring Strike: STR 14, 1BA, Self, V, concentration up to 1 minute - PHB-2024 268 (D: 1m, V)
  • Hail of Thorns: DEX 14, 1BA, Self, V, instantaneous - PHB-2024 283 (V)
  • Zephyr Strike: Movement buff (Ranger, 1BA, Self, V, concentration up to 1 minute) XGIE 171 (D: 1m, V)
  • Absorb Elements: DEX 14, 1R, Self, S, 1 round - Ranger (EE 150, D: 1Rnd, S)
  • Detect Poison and Disease: Detect toxins (Ranger, 1A, Self/30 ft Sphere, V,S,M, concentration up to 10 minutes) PHB-2024 282 (1/LR: (Used), D: 10m, 30 ft Sphere, V/S/M)
  • Speak with Animals: Talk to animals (Ranger, 1A, Self, V,S, 10 minutes) PHB-2024 318 (1 Use (3/3), D: 10m, V/S)
  • Longstrider: Speed boost (Ranger, 1A, Touch, V,S,M, 1 hour) PHB-2024 293 (1/LR: (Used), D: 1h, V/S/M)
  • Longstrider (Elven Lineage Spells): (Elven Lineage Spells, 1A, Touch, V,S,M, 1 hour) PHB-2024 293 (1/LR: (Used), D: 1h, V/S/M)
  • Faerie Fire: DEX 14, 1A, 60 ft/20 ft Cube, V, concentration up to 1 minute - Swarmkeeper Magic (Always Prepared) (PHB-2024 271, D: 1m, 20 ft Cube, V)
  • Hunter's Mark: (Favored Enemy (Always Prepared), 1BA, 90 ft, V, concentration up to 1 hour) PHB-2024 287 (Ext. D: (See Description*); D: 1h, V)

2nd Level (3 Slots)

  • Healing Spirit: Heal over time (Ranger, 1BA, 60 ft/5 ft Cube, V,S, concentration up to 1 minute) XGIE 157 (D: 1m, 5 ft Cube, V/S)
  • Magic Weapon: Buff weapon (Ranger, 1BA, Touch, V,S, concentration up to 1 hour) PHB-2024 296 (D: 1h, V/S)
  • Find Traps: Locate traps (Ranger, 1A, 120 ft, V,S, instantaneous) PHB-2024 273 (V/S)
  • Pass without Trace: +10 Stealth (Ranger, 1A, Self/30 ft, V,S,M, concentration up to 1 hour) PHB-2024 303 (1/LR: (Used), D: 1h, 30 ft Emanation, V/S/M)
  • Pass without Trace (Elven Lineage Spells): (Elven Lineage Spells, 1A, Self/30 ft, V,S,M, concentration up to 1 hour) PHB-2024 303 (1/LR: (Used), D: 1h, 30 ft Emanation, V/S/M)
  • Web: DEX 14, 1A, 60 ft/20 ft Cube, V,S,M, concentration up to 1 hour - Swarmkeeper Magic (Always Prepared) (PHB-2024 340, D: 1h, 20 ft Cube, V/S/M)

SOCIAL SITUATIONS

Skill Bonuses

  • Acrobatics (DEX): +4
  • Animal Handling (WIS): +6
  • Arcana (INT): +2
  • Athletics (STR): +6
  • Deception (CHA): -1
  • History (INT): +2
  • Insight (WIS): +6
  • Intimidation (CHA): -1
  • Investigation (INT): +5
  • Medicine (WIS): +3
  • Nature (INT): +2
  • Perception (WIS): +6
  • Performance (CHA): -1
  • Persuasion (CHA): -1
  • Religion (INT): +2
  • Sleight of Hand (DEX): +4
  • Stealth (DEX): +7
  • Survival (WIS): +9 (Expertise)

Passive Scores

  • Passive Perception: 16
  • Passive Insight: 16
  • Passive Investigation: 15

Senses

  • Darkvision: 60 ft

Social Features

  • Keen Senses: Proficiency in Perception or Survival
  • Speak with Animals: Communicate with beasts
  • Trance: Elven meditation instead of sleep

Languages

  • Abyssal, Common, Draconic, Dwarvish, Elvish

EXPLORATION

Movement

  • Walking Speed: 45 ft (35 ft base + 10 ft from Roving)
  • Climbing Speed: 45 ft
  • Swimming Speed: 45 ft
  • Flying Speed: 10 ft (when using Writhing Tide)
  • Darkvision: 60 ft

Useful Abilities for Exploration

  • Deft Explorer: Expertise in Survival, increased speed, climb/swim speeds
  • Roving: +10 ft speed, climb and swim equal to walking speed
  • Pass without Trace: +10 to Stealth for party (concentration)
  • Speak with Animals: Gather information from beasts
  • Detect Poison and Disease: Identify hazards
  • Find Traps: Locate traps
  • Wood Elf Lineage: 35 ft base speed
  • Trance: Only need 4 hours rest instead of 8
  • Mask of the Wild: No mentioned in this sheet

Tools

  • Cartographer's Tools: Create maps

RESOURCE MANAGEMENT

Resource Total Recharges
Hit Dice 7d10 Long Rest
Hunter's Mark (Free) 3 uses Long Rest
Gathered Swarm 1/turn (always available) -
Writhing Tide 3 uses Long Rest
Spell Slots (1st) 4 Long Rest
Spell Slots (2nd) 3 Long Rest
Extra Attack Always Available -
Talons of Veylan - Wyrmwatcher 1 use Long Rest
Longstrider (Elven Lineage) 1 use Long Rest
Pass without Trace (Elven Lineage) 1 use Long Rest
Speak with Animals 3 uses Unknown
Detect Poison and Disease 1 use Long Rest
Bracers of Archery Always Active (+2 attack/damage) -
Dragon Scale Mail Always Active -
Wyrmreaver Charges 1 charge remaining Unknown

QUICK REFERENCE

In Combat:

  1. Turn 1: Cast Hunter's Mark (bonus action, free 3/day) on priority target
  2. Make 2 longbow attacks per turn (Extra Attack) at +10 to hit
  3. After hitting, use Gathered Swarm for extra 1d6 damage OR movement control
  4. Use Writhing Tide for flying/hover if you need positioning or escape
  5. Save spell slots for healing (Healing Spirit) or utility

Before Combat:

  1. Cast Pass without Trace for stealthy approach (+10 Stealth for party)
  2. Position at range (longbow has 150/600 ft range)
  3. Cast Hunter's Mark when combat starts

Concentration Spells (can only have ONE active):

  • Ensnaring Strike, Zephyr Strike, Absorb Elements, Detect Poison and Disease, Hunter's Mark, Healing Spirit, Magic Weapon, Pass without Trace, Web

Key Numbers to Remember:

  • Longbow Attack: +10 to hit (+4 DEX +3 Prof +1 magic +2 Archery)
  • Longbow Damage: 1d8+7 (+4 DEX +1 magic +2 Bracers)
  • Hunter's Mark: Extra 1d6 per hit
  • Gathered Swarm: Extra 1d6 piercing OR move target 15 ft OR move self 5 ft
  • AC: 18
  • Speed: 45 ft (walking/climbing/swimming)
  • Spell Save DC: 14

Resistances:

  • Fire Resistance, Poison Resistance
  • Advantage vs Charmed
  • Advantage vs Poisoned
  • Immunity to Magical Sleep

Special Note: Keyleth is a highly mobile ranged damage dealer. Use Hunter's Mark + Extra Attack + Gathered Swarm for consistent damage. Writhing Tide provides flying when needed. Pass without Trace makes the entire party stealthy.