Keyleth/Player Guide
Keyleth Siannodel - Player Guide
Keyleth is a Level 8 Elf Ranger (Swarmkeeper) with the Guide background. Keyleth is a member of the Emerald Enclave and follows the Talons of Veylan.
This guide reflects Keyleth's current Level 8 build. At level 8 she rebuilt around battlefield control and saving-throw support: Wisdom was pushed to 20 (Spell Save DC 16) and Strength dropped to 10, so she is now a ranged controller and "mage slayer," not a melee striker.
Overview
Role in the Party: Ranged Damage Dealer, Battlefield Controller, Anti-Caster Disruptor, Skirmish Support
Core Strengths:
- High consistent ranged damage (Hunter's Mark + Extra Attack + Gathered Swarm)
- Strong battlefield control (Web, Entangle, Faerie Fire, Silence, Gathered Swarm push)
- Anti-caster pressure via the Mage Slayer feat (break enemy concentration)
- Incredible mobility (45 ft speed walking/climbing/swimming, 10 ft flying)
- Best survivalist and tracker (Survival +11 expertise)
- Excellent stealth (Stealth +7, Cloak of Elvenkind)
- Strong saves and mental resilience (WIS +5, Guarded Mind, Advantage vs charm)
- Elemental resistance (fire and poison)
Core Stats:
- AC: 18 (Dragon Scale Mail of the Wyrmwood + Shield)
- HP: 76 (Max)
- 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 10 (+0) | DEX 19 (+4) | CON 16 (+3)
- INT 12 (+1) | WIS 20 (+5) | CHA 8 (-1)
Saving Throws:
- Strength: +3
- Dexterity: +7 (Advantage vs charm)
- Constitution: +3
- Intelligence: +1
- Wisdom: +5
- Charisma: -1
- Special: Advantage vs the breath weapons of Dragons; Guarded Mind (re-roll a failed INT/WIS/CHA save 1/short rest)
Spell Save DC: 16 | Spell Attack Bonus: +8 | Spellcasting Modifier: +5 (Wisdom)
COMBAT - What Can I Do On My Turn?
Weapon Attacks
| Weapon | Attack Bonus | Damage Roll | Damage Type | Range | Mastery / Properties |
|---|---|---|---|---|---|
| Longbow, +1 | +10 | 1d8+7 (+1d6 Hunter's Mark) | Piercing | 150/600 ft | Slow (reduce target speed 10 ft); Ammunition, Heavy, Two-Handed |
| Longbow (backup) | +9 | 1d8+6 (+1d6 Hunter's Mark) | Piercing | 150/600 ft | Slow; Ammunition, Heavy, Two-Handed |
| Shortsword | +7 | 1d6+4 (+1d6 Hunter's Mark) | Piercing | Melee | Vex (advantage on next attack vs target); Finesse, Light |
| Wyrmreaver (Longsword) | +4 | 1d8+1 + 1d6 radiant (+1d6 Hunter's Mark) | Slashing/Radiant | Melee | Sap (target has Disadvantage on next attack); Versatile; 1 Charge = +3d6 radiant |
Attack Bonus Breakdown (Longbow +1): +4 DEX, +3 Proficiency, +1 Magic, +2 Archery Fighting Style = +10
Damage Breakdown (Longbow +1): +4 DEX, +1 Magic, +2 Bracers of Archery = +7
IMPORTANT - Wyrmreaver and your Strength: At level 8 your Strength is now 10 (+0). Wyrmreaver hits at only +4 and adds just +1 to damage, so it is no longer an efficient damage option - even on a hit, the Sword Coast rarely lets you reach melee anyway. Treat Wyrmreaver as a situational radiant-burst / utility weapon (the +3d6 radiant charge, Sap to weaken a boss's attack), not a primary attack. Your bow and your spells are your real combat engine. See the magic-item recommendations below for an item that could make Wyrmreaver relevant again without relying on Strength.
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 | When to Use |
|---|---|---|---|
| Hunter's Mark (Free) | Mark creature, +1d6 force per hit | 3/Long Rest (no slot) | Start of combat on priority target |
| Hunter's Mark (Slot) | Same effect | 1st-level slot | 4th+ combat of the day |
| Move Hunter's Mark | Move mark to new target (bonus action) | No additional cost | When the marked target dies |
Synergy with Mage Slayer: Every Hunter's Mark hit is damage dealt - if the target is a spellcaster concentrating on a spell, that damage triggers Concentration Breaker (see below), giving them Disadvantage on the save to keep their spell. Marking the enemy mage is often your best opening.
Gathered Swarm (YOUR SIGNATURE ABILITY)
Gathered Swarm: Once per turn, immediately after you hit a creature with an attack, choose ONE:
| Option | Effect | Save | When to Use |
|---|---|---|---|
| Damage | Extra 1d6 piercing | None | Maximum damage / boss fights |
| Push | Move target up to 15 ft horizontally | STR save DC 16 | Battlefield control, hazards, peel off allies |
| Move Self | Move yourself 5 ft horizontally | None | Reposition without provoking opportunity attacks |
Note: Your Gathered Swarm push DC is now 16 (up from 14) thanks to WIS 20 - the push is far more reliable and is a real control tool now, not just a gimmick. Movement is horizontal only; you cannot knock prone until level 11. Hellfire Pixies (Infernal Pact) deal 1d6 fire on the swarm option where applicable.
Mage Slayer Feat (NEW - Anti-Caster)
Keyleth has taken the Mage Slayer feat. This is a major addition and changes how you approach enemy spellcasters.
| Benefit | Effect | Notes |
|---|---|---|
| Ability Score Increase | +1 DEX (already included: DEX 19) | - |
| Concentration Breaker | When you damage a creature that is concentrating, it has Disadvantage on the save to maintain concentration | Triggers on ANY damage you deal - each arrow, Hunter's Mark, Gathered Swarm, etc. |
| Guarded Mind | 1/Short or Long Rest, if you fail an INT, WIS, or CHA save you can choose to succeed instead | Your panic button vs domination, fear, banishment, illusions |
How to use it: Identify the enemy caster and make them YOUR target. With Extra Attack you get two damage instances per turn, each forcing the enemy to roll concentration at Disadvantage - this shreds enemy buffs, summons, and control spells. Pair with the Slow mastery on your longbow to also cut the caster's escape speed, and with Silence to shut off their verbal-component spells entirely.
Offensive Spells (By Category)
Damage Spells:
| Spell | Level | Cast Time | Range | Effect | Save/Attack | Conc. | When to Use |
|---|---|---|---|---|---|---|---|
| Thorn Whip | Cantrip | 1 Action | 30 ft | 2d6 piercing, pull 10 ft | Attack +8 | No | Pull enemy into a hazard or off a ledge; drag a fleeing caster back |
| Hail of Thorns | 1st | 1 Bonus Action | Self → next ranged hit | +1d10 piercing AoE around target (scales with slot) | DEX 16 | No | When enemies are clustered |
| Ensnaring Strike | 1st | 1 Bonus Action | Next attack | Restrain target (1d6/2d6 piercing per turn) | STR 16 | Yes | Lock down a single melee threat or caster |
| Zephyr Strike | 1st | 1 Bonus Action | Self | Advantage on one attack, +1d8, +30 ft move, no opportunity attacks | None | Yes | Mobility + burst |
| Absorb Elements | 1st | 1 Reaction | Self | Resistance to the triggering element, +1d6 next melee hit | None | No | React to breath weapons / elemental spells |
Control / Debuff Spells (your level-8 emphasis):
| Spell | Level | Cast Time | Range | Effect | Save | Conc. | When to Use |
|---|---|---|---|---|---|---|---|
| Faerie Fire | 1st (Always Prepared) | 1 Action | 60 ft / 20 ft cube | Targets outlined, can't benefit from Invisibility, attacks vs them have Advantage | DEX 16 | Yes | Party-wide accuracy buff; reveal hidden/invisible foes |
| Entangle | 1st | 1 Action | 90 ft / 20 ft square | Restrains creatures, difficult terrain | STR 16 | Yes | Area lockdown, hold a chokepoint |
| Web | 2nd (Always Prepared) | 1 Action | 60 ft / 20 ft cube | Restrains creatures in area, difficult terrain, flammable | DEX 16 | Yes | Control multiple grounded enemies |
| Ensnaring Strike | 1st | 1 Bonus Action | Next attack | Restrain single target | STR 16 | Yes | Lock down a priority target |
| Silence | 2nd (Ritual) | 1 Action | 120 ft / 20 ft sphere | No sound; blocks Verbal-component spells; immune to thunder | None | Yes | Hard-counter an enemy caster; safe ritual scouting |
Support / Healing Spells:
| Spell | Level | Cast Time | Effect | When to Use |
|---|---|---|---|---|
| Cure Wounds | 1st/2nd | 1 Action | Heal 2d8+5 (1st) / 4d8+5 (2nd) | Emergency healing / pick an ally up |
| Longstrider | 1st | 1 Action | +10 ft speed (can target others) | Pre-combat / chase buff |
Utility Spells:
| Spell | Level | Effect | Notes |
|---|---|---|---|
| Pass without Trace | 2nd | +10 Stealth to party (30 ft) | 1/LR free via Elven Lineage, or by slot |
| Speak with Animals | 1st | Talk to beasts | 3/LR (Talons of Veylan) |
Cantrips:
| Cantrip | Effect | When to Use |
|---|---|---|
| Guidance | +1d4 to one ability check | Use this constantly out of combat - see Social section |
| Thorn Whip | 2d6 + pull 10 ft | Reposition enemies at range |
| Mage Hand | Spectral hand | Traps, levers, retrieving objects |
| Druidcraft | Minor nature effects | Weather, flames, flavor |
Defensive Abilities
| Ability | Effect | Resource | When to Use |
|---|---|---|---|
| Guarded Mind (Mage Slayer) | Succeed on a failed INT/WIS/CHA save | 1/Short Rest | vs fear, charm, domination, banishment |
| Gathered Swarm: Move Self | Move 5 ft without provoking | 1/turn | Escape melee, reposition |
| Writhing Tide | 10 ft flying + hover, 1 min | 3/Long Rest | Reach height, avoid ground hazards |
| Dragon Scale Mail of the Wyrmwood | AC 18 (w/ shield), fire resistance | Always | Always on |
| Talon Initiate (Rank 2) | Resistance to one dragon element | LR to change | Set to expected breath type |
| Absorb Elements | Reaction resistance to one element | 1st-level slot | Breath weapons / elemental spells |
| Cloak of Elvenkind | Advantage on Stealth; disadvantage to be seen | Attuned | Hood up to vanish |
| Advantage on DEX Saves / vs Charm | Fey Ancestry + Elf traits | Always | Fireballs, traps, charms |
Reactions
| Reaction | Trigger | Effect | Cost |
|---|---|---|---|
| Opportunity Attack | Enemy leaves reach | Make an attack (can trigger Gathered Swarm) | None |
| Absorb Elements | You take acid/cold/fire/lightning/thunder | Resistance + 1d6 next melee hit | 1st-level slot |
Passive Abilities (Always On)
| Ability | Effect | Notes |
|---|---|---|
| Extra Attack | Attack twice per Attack action | Two damage instances = two concentration checks for Mage Slayer |
| Archery Fighting Style | +2 ranged attack rolls | In your +10 |
| Bracers of Archery | +2 attack & damage with bows | In your stats |
| Roving (Deft Explorer) | +10 ft speed; climb & swim equal to walk | 45 ft each |
| Expertise: Survival | Double proficiency | +11 Survival |
| Darkvision | See in darkness 120 ft | Improved range |
| Fey Ancestry | Advantage vs charm, immune magical sleep | Elf |
| Keen Senses | Proficiency in Survival | Elf |
| Trance | 4-hour Long Rest | Elf |
| Fire Resistance | Dragon Scale Mail | Always |
| Poison Resistance | Talons of Veylan Rank 2 | Always |
| Advantage on Initiative (1/LR) | Talons of Veylan Rank 1 | Declare before rolling |
SOCIAL SITUATIONS
The player wants Keyleth to be better in social scenes. The honest truth: Charisma is still her dump stat (CHA 8, -1), so she is not the party's face. But WIS 20 makes her the party's best READER of people, and a few tricks let her contribute meaningfully without high Charisma.
Skill Bonuses
| Skill | Bonus | Notes |
|---|---|---|
| Survival (WIS) | +11 | Expertise - elite tracker/forager/navigator |
| Insight (WIS) | +8 | Your social superpower - detect lies, read intentions |
| Acrobatics (DEX) | +7 | Balance, tumble |
| Stealth (DEX) | +7 | Sneaking (+Advantage from Cloak of Elvenkind) |
| Perception (WIS) | +5 | Notice details |
| Animal Handling (WIS) | +5 | Calm/handle beasts |
| Medicine (WIS) | +5 | Stabilize, diagnose |
| Investigation (INT) | +4 | Find clues |
| Athletics (STR) | +3 | Climb/swim/grapple (note: STR dropped to 10) |
| Deception (CHA) | +2 | Proficient despite low CHA |
| Arcana / History / Nature / Religion (INT) | +1 | Knowledge |
| Persuasion / Intimidation / Performance (CHA) | -1 | Avoid leading with these |
Passive Scores
- Passive Insight: 18 (elite - you passively catch most lies)
- Passive Perception: 15
- Passive Investigation: 14
How to Contribute Socially (with -1 Charisma)
- Be the lie detector, not the talker. With Insight +8 and passive Insight 18, let the face-character do the persuading while you read the room and feed them intel ("he's hiding something," "she's afraid, not angry").
- Use Guidance. You can add +1d4 to an ally's (or your own) Persuasion/Deception/Insight check out of combat. Quietly buffing the party's negotiator is a real, repeatable contribution.
- Play to proficiency, not stat. You ARE proficient in Deception (+2). For a quick bluff or a poker face you are better than untrained party members.
- Speak with Animals (3/LR) opens whole conversations and information sources others simply cannot access - lean into this as YOUR social niche.
- Intimidation through reputation: As a Talons of Veylan dragonslayer and Emerald Enclave member, let your deeds and gear do the talking even when your Charisma can't.
Social Features
- Speak with Animals: Communicate with beasts (3/Long Rest)
- Guidance: +1d4 to any ability check (out of combat)
- Guide Background: Wilderness/navigation authority
- Emerald Enclave Member: Authority on nature matters
- Talons of Veylan: Dragonslayer reputation
Languages
- Common, Dwarvish, Elvish, Giant, Undercommon
EXPLORATION
Movement & Senses
- Walking Speed: 45 ft (35 ft Wood Elf + 10 ft Roving)
- Climbing / Swimming Speed: 45 ft each
- Flying Speed: 10 ft (Writhing Tide, 1 min, 3/LR)
- Darkvision: 120 ft
Useful Exploration Abilities
- Survival +11 (Expertise): Best tracker, forager, navigator in the party
- Pass without Trace: +10 Stealth to the whole party (1/LR free, or by slot)
- Speak with Animals: Gather info from local wildlife (3/LR)
- Silence (Ritual): Cast for free as a ritual to scout/sneak with zero downside
- Mage Hand / Thorn Whip: Trigger traps and manipulate objects at range
- Trance: 4-hour Long Rest
- Cartographer's Tools: Map-making
COMMON TACTICS
Opening Combat (Turn 1)
Standard (Damage/Disruption):
- Bonus Action: Hunter's Mark (free, 3/LR) on the priority target - usually the enemy caster
- Move: Position at 60-150 ft, behind cover, hood up (Cloak of Elvenkind)
- Action: Attack once with Longbow +1 (Extra Attack arrives turn 2)
- After Hit: Gathered Swarm - damage, or push (DC 16) to reposition a threat
- Slow mastery: If you hit a runner/caster, cut its speed 10 ft
Control Opening (multiple enemies):
- Action: Web or Entangle on the cluster (DEX/STR save DC 16)
- Then: Pick off restrained targets with Advantage; use Gathered Swarm push to shove stragglers back into the area
Battlefield Control (Your Level-8 Focus)
The player asked to lean into battlefield control - here is the toolkit, roughly in order of reach:
- Web (2nd): 20 ft cube, restrain a cluster, lasts up to 1 hour. Your bread-and-butter lockdown.
- Entangle (1st): 20 ft square restraint + difficult terrain at 90 ft - great for chokepoints and you keep a slot free.
- Faerie Fire (1st): Turn a tough fight in the party's favor - everyone gets Advantage on the lit targets, and it cancels invisibility.
- Silence (2nd ritual): Drop it on enemy casters to deny Verbal spells - a control effect that needs no save.
- Gathered Swarm Push (DC 16): Reposition one enemy 15 ft every turn after a hit - peel attackers off allies, shove foes into your own Web/Entangle, or off ledges.
- Thorn Whip: Pull a key enemy 10 ft - into a hazard, off a wall, or away from a downed ally.
Combo: Web/Entangle (restrained = auto-fail STR) + Gathered Swarm Push lets you slide restrained enemies wherever you want. Restrained creatures also grant Advantage, which stacks your Mage Slayer concentration pressure.
Fighting Enemy Spellcasters (Mage Slayer Playbook)
- Mark the caster with Hunter's Mark.
- Attack twice - each hit forces a concentration save at Disadvantage (Concentration Breaker), very likely dropping their spell.
- Use Slow to keep them from kiting away.
- If they rely on words, drop Silence on them - no Verbal spells at all.
- If they hit you with a mind effect and you fail, use Guarded Mind to succeed instead.
Boss Fight Tactics
- Hunter's Mark on the boss; attack twice each turn for steady damage.
- If the boss concentrates on a buff/summon, your Mage Slayer keeps it from sticking.
- Wyrmreaver Sap: If you do end up adjacent, a Wyrmreaver hit gives the boss Disadvantage on its next attack - a defensive use that doesn't depend on your low Strength.
- Breath weapon incoming? Pre-set Talon Initiate resistance, use Absorb Elements, lean on Advantage vs dragon breath.
If You're Stuck in Melee
Your melee is weak now (STR 0). Don't trade blows - get out:
- Gathered Swarm: Move Self 5 ft (no opportunity attack)
- Zephyr Strike (no opportunity attacks + 30 ft move)
- Writhing Tide to fly up 10 ft
- Then resume shooting
RESOURCE MANAGEMENT
| Resource | Total | Recharge | Use For |
|---|---|---|---|
| Hit Dice (d10) | 8 | Long Rest | Short-rest healing |
| Hunter's Mark (Free) | 3 | Long Rest | Cast without a slot |
| Gathered Swarm | 1/turn | Always | Damage / push (DC 16) / move self |
| Writhing Tide | 3 | Long Rest | 10 ft flying, 1 min |
| Spell Slots (1st) | 4 | Long Rest | Control & reactions |
| Spell Slots (2nd) | 3 | Long Rest | Web, Silence, Cure Wounds |
| Guarded Mind | 1 | Short Rest | Re-roll a failed INT/WIS/CHA save |
| Pass without Trace (Lineage) | 1 | Long Rest | Party stealth |
| Longstrider (Lineage) | 1 | Long Rest | +10 ft speed |
| Speak with Animals | 3 | Long Rest | Talk to beasts |
| Hellhound Whistle | 5 charges | (see item) | Ensnaring Strike / Cordon of Arrows / Erupting Earth |
| Wyrmreaver Charge | 1 | (see item) | +3d6 radiant burst |
| Potion of Healing | 1 | - | Emergency self-heal |
MAGIC ITEMS & GEAR (Current)
| Item | Type | Effect | Attuned? |
|---|---|---|---|
| Longbow, +1 | Weapon | +1 to hit/damage; Slow mastery | - |
| Bracers of Archery | Wondrous | +2 attack & damage with bows; proficiency with longbows | Yes |
| Dragon Scale Mail of the Wyrmwood | Medium Armor | AC 15 base (18 w/ shield); fire resistance; dragon-sense | Yes |
| Cloak of Elvenkind | Wondrous | Advantage on Stealth; disadvantage for others to see you | Yes |
| Wyrmreaver | Longsword | +1; +1d6 radiant; 1 charge = +3d6 radiant; Sap mastery | Requires attunement (not currently attuned) |
| Ring of Spell Storing | Ring | Stores up to 5 levels of spells cast by you or an ally | Requires attunement (not currently attuned) |
| Hellhound Whistle | Wondrous | 5 charges; cast Ensnaring Strike, Cordon of Arrows, or Erupting Earth | - |
| Potion of Healing | Potion | Heal 2d4+2 | - |
Attunement note: You can attune to 3 items and are currently using all three slots (Bracers, Dragon Scale Mail, Cloak). Wyrmreaver and the Ring of Spell Storing both require attunement and are therefore inactive right now. Decide deliberately: the Bracers (your core ranged DPS) and the armor (AC + fire resistance) are nearly always worth keeping. The Cloak is swappable. Consider attuning the Ring of Spell Storing for a stored control/utility spell, or Wyrmreaver only when you expect to need its radiant burst.
RECOMMENDED MAGIC ITEMS TO SEEK
Targeted to what the player wants to do better: social interaction, battlefield control, and getting value out of melee/Wyrmreaver without high Strength. Treat these as wishlist items to ask the DM about or hunt for in Rise of Tiamat.
For Social Interaction (working around CHA 8)
- Eloquence-style / "Glibness" effect items (e.g., a charm/circlet that grants Glibness, or Eyes/Headband that set a flat Charisma check): These let you treat low Charisma rolls as a fixed high number, neutralizing your -1 entirely. The cleanest fix for "I want to be better socially."
- Cloak/Medallion of Thoughts or a Helm of Telepathy: Plays to your reader-of-people strength - read intent or whisper to allies, turning Insight into an active advantage.
- Ring of Spell Storing (you already own it!): Have a Charisma caster in the party load it with a social spell like Charm Person, Suggestion, Enthrallment, or Calm Emotions - it casts at THEIR DC, so you get a high-CHA effect despite your -1. This is the single most efficient social upgrade available to you right now.
- Pipes of Haunting / Instrument of the Bards (if attunable): Gives you a Charisma-independent way to influence crowds and create effect.
For Battlefield Control
- Staff of the Woodlands or Staff of Swarming Insects: On-theme nature control - Entangle/Wall of Thorns or an insect swarm/Insect Plague - more area lockdown that uses YOUR spell DC 16.
- Wand of Web / Wand of Entangle / "Snare" items: Extra daily castings of your favorite restraints so you don't burn spell slots holding the line.
- Boots/Cloak that grant repositioning (Boots of Flying, Winged Boots, Cape of the Mountebank): More reliable mobility than Writhing Tide, so you can always reach the angle that lets your push/Web hit the most enemies.
- Bracers/Gloves that add a rider to your shots (e.g., something granting prone, frighten, or extra push): Stacks with Gathered Swarm so every arrow does control work, not just damage.
- Sentinel/"reach-control" items or a Spike-growth focus: Anything that punishes enemy movement complements your Slow mastery and zone spells.
For Melee / Making Wyrmreaver Relevant Again (without Strength)
- A Weapon of Finesse property, or an item letting a weapon use DEX (e.g., a "Duelist's" enchantment, Weapon of Warning with finesse, or a rapier-style replacement): Your DEX is 19 (+4). Any way to attack with DEX instead of STR turns Wyrmreaver's +4/+1 into roughly +9/+5 overnight. Ask the DM whether Wyrmreaver can be re-forged with a finesse property.
- Gauntlets of Ogre Power or a Belt of Giant Strength: Sets your Strength to a fixed high value (19+), instantly fixing melee accuracy AND your Athletics/grapple game.
- Glamoured/returning thrown options or a "homing" enchantment: Lets you keep your distance while still landing the radiant burst the player likes about Wyrmreaver.
- Cleanest of all - lean into reach control instead of melee: Honestly, given STR 0, the best "melee" upgrade may be items that let you fight FROM range while applying melee-style debuffs (see the control list). The player noted plans to close with Wyrmreaver kept falling apart - a Strength-fixing item is the prerequisite for that to ever work.
QUICK REFERENCE
Combat Priority Checklist
Start of Turn:
- Is Hunter's Mark up? If not, cast it (bonus action) - usually on the enemy caster.
- Marked target dead? Move the mark (bonus action, free).
- In range (60-150 ft)? Use cover / Cloak.
- Attack TWICE (Extra Attack) - two damage instances = two Mage Slayer concentration checks.
- After a hit: Gathered Swarm - damage, push (DC 16), or move self.
Reactions: Absorb Elements vs elemental hits; Opportunity Attack (triggers Gathered Swarm); Guarded Mind if you fail a mind save.
Key Numbers
- Longbow +1: +10 to hit, 1d8+7 (+1d6 Hunter's Mark)
- Spell Save DC 16 | Spell Attack +8 | Gathered Swarm Push DC 16
- AC 18 | HP 76 | Speed 45 ft | Darkvision 120 ft
- Passive Insight 18 | Survival +11
Remember These Critical Things
- Hunter's Mark first - usually on the enemy caster - it powers both your damage and Mage Slayer.
- Attack TWICE - two concentration checks at Disadvantage for casters.
- Gathered Swarm every hit - your push is now reliable at DC 16.
- You are a controller now, not a melee striker - STR is 0; let the bow and spells do the work.
- Mage Slayer makes you the anti-caster - hunt enemy spellcasters.
- Use Guidance and your Ring of Spell Storing to contribute socially despite CHA -1.
- Guarded Mind is your save against fear/charm/domination - don't forget it.
Common Mistakes to Avoid
- Forgetting your second attack (and a second Mage Slayer trigger).
- Trying to fight in melee with Wyrmreaver at +4/+1 - reposition and shoot instead.
- Leaving Wyrmreaver/Ring of Spell Storing unattuned when you actually need them (you have 3 slots - plan attunement before a big fight).
- Casting two concentration spells (Hunter's Mark vs Web/Faerie Fire) - pick one.
- Standing still - you have 45 ft of movement and a 10 ft fly; keep angles open for your control spells.
- Leading social scenes with Persuasion (-1) instead of Insight (+8) and Guidance.