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
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:
- Turn 1: Cast Hunter's Mark (bonus action, free 3/day) on priority target
- Make 2 longbow attacks per turn (Extra Attack) at +10 to hit
- After hitting, use Gathered Swarm for extra 1d6 damage OR movement control
- Use Writhing Tide for flying/hover if you need positioning or escape
- Save spell slots for healing (Healing Spirit) or utility
Before Combat:
- Cast Pass without Trace for stealthy approach (+10 Stealth for party)
- Position at range (longbow has 150/600 ft range)
- 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.