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

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.