Keyleth/Player Guide

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This is a beginner-friendly guide for playing Keyleth. For full character details, see Keyleth.

Overview

Role in the Party: Ranged Damage Dealer, Tracker & Swarm Controller

Core Strengths:

  • Consistent ranged damage with archery fighting style
  • Unique Gathered Swarm for extra damage and battlefield control
  • Hunter's Mark for sustained damage boost
  • Excellent tracker and wilderness expert
  • Versatile ranger spells for utility and damage
  • Best ranged accuracy in the party

Key Stats to Know:

  • 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?

Your Turn (Main Action)

1. Longbow Attack (Your Bread and Butter)

  • To hit: +7 (archery fighting style gives +2)
  • Damage: 1d8+4 piercing
  • Range: 150 feet (600 feet max)
  • + Hunter's Mark: +1d6 per hit (if active)
  • + Gathered Swarm: +1d6 piercing (once per turn)
  • Full damage with both: 1d8+4+1d6+1d6 = ~18 average damage per hit
  • When to use: Almost always - this is your primary attack

2. Extra Attack (Two Attacks per Turn)

  • 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)

Offensive Spells:

  • Hunter's Mark (1st, bonus action) - Add 1d6 to each hit for 1 hour, track target
  • Hail of Thorns (1st) - Next ranged attack triggers 1d10 AoE damage
  • Spike Growth (2nd) - 20-ft radius difficult terrain, 2d4 damage per 5 feet moved
  • Gust of Wind (2nd) - 60-ft line pushes creatures, difficult terrain
  • Lightning Arrow (3rd, when you get it) - Next ranged attack deals 4d8 lightning AoE

Utility Spells:

  • Cure Wounds (1st) - Heal 1d8+3
  • Goodberry (1st) - Create 10 berries, each heals 1 HP
  • 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):

  • Faerie Fire (1st) - Outline enemies in light, attacks have advantage
  • 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)

When you hit with an attack, you can activate your swarm (no action required):

Option A: Extra Damage

  • Deal an additional 1d6 piercing damage to the target
  • Use when: You want maximum damage on a single target

Option B: Move the Target

  • Move the target 15 feet horizontally in any direction
  • 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

  • Hunter's Mark: Mark a target for +1d6 damage per hit (1 hour duration)
  • Favored Foe (Alternative): Mark a target for 1d4 extra damage (if you chose this variant)
  • Transfer Hunter's Mark: Move mark to new target when current target dies (no spell slot)

Reactions

  • Opportunity Attack: When enemy leaves your reach
  • 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)

Passive Abilities (Always On)

  • Gathered Swarm: Your swarm is always with you, can be used once per turn
  • Archery Fighting Style: +2 to ranged attack rolls (already included in your +7)
  • Natural Explorer: Benefits in favored terrain (advantage on Initiative, difficult terrain doesn't slow you, etc.)
  • Primeval Awareness: Detect creature types within 1 mile (6 miles in favored terrain)
  • Land's Stride: Non-magical difficult terrain doesn't slow you, advantage on saves vs magical plants

SOCIAL SITUATIONS - How Can I Interact?

Skill Proficiencies:

  • Survival: +7 (best tracker - finding trails, foraging, predicting weather)
  • Nature: +4 (knowledge of plants, animals, terrain)
  • Perception: +7 (spotting hidden things, ambushes)
  • Stealth: +6 (sneaking and hiding)
  • Animal Handling: +6 (calming and controlling animals)
  • Athletics or Acrobatics: Moderate (depends on build)
  • Insight: +6 (reading people)

Special Abilities:

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

Roleplay Strengths:

  • Master tracker and wilderness guide
  • 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?

Skills for Exploration:

  • Survival: +7 (tracking, foraging, navigation - you're the expert)
  • 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:

  • 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:

  • Pass Without Trace: Give party +10 to Stealth for 1 hour (AMAZING for group sneaking)
  • Locate Animals or Plants: Find specific creatures or plants
  • Locate Object: Find a specific object within 1,000 feet
  • Speak with Animals: Talk to beasts (if prepared)
  • Goodberry: Create food that heals
  • Mage Hand (Swarmkeeper): Your swarm manipulates objects at 30 feet

Movement:

  • Speed: 35 feet (Wood Elf speed)
  • Writhing Tide: Fly 35 feet (3/long rest, lasts one turn)
  • Mask of the Wild (Wood Elf): Can hide when lightly obscured by natural phenomena

Other Abilities:

  • Darkvision: See in dim light as bright, darkness as dim (60 feet)
  • 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 Total Available Recharges On
Spell Slots (1st) 4 slots Long Rest
Spell Slots (2nd) 3 slots Long Rest
Gathered Swarm Unlimited Once per turn (always available)
Writhing Tide (Flight) 3 uses Long Rest
Primeval Awareness 1 spell slot per use Until you use it again

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

On Your Turn, Usually Do One Of These:

  1. Hunter's Mark (bonus action) → Attack twice with longbow → Gathered Swarm
  2. Attack twice with longbow → Gathered Swarm (if Hunter's Mark already active)
  3. Cast Faerie Fire or Spike Growth → Position yourself at range
  4. Attack twice → Use Gathered Swarm to move enemy or yourself
  5. Cure Wounds on injured ally → Move to safe position

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:

  • Opportunity Attack: Standard melee attack
  • Writhing Tide: Fly 35 feet (3/long rest)

Remember:

  • You attack TWICE per Attack action - don't forget Extra Attack!
  • 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:

  • Without buffs: 2d8+8 = ~17 damage per turn
  • With Hunter's Mark: 2d8+8+2d6 = ~24 damage per turn
  • With Hunter's Mark + Gathered Swarm: 2d8+8+3d6 = ~27-30 damage per turn
  • With advantage (Faerie Fire): ~35+ damage per turn (higher crit chance)

Best Combat Routine: 1. Turn 1: Hunter's Mark (bonus) + Attack twice + Gathered Swarm 2. Turn 2-X: Attack twice + Gathered Swarm (Hunter's Mark persists) 3. When target dies: Move Hunter's Mark (bonus) + Attack twice + Gathered Swarm 4. Repeat until combat ends or Hunter's Mark runs out (1 hour)