Keyleth/Player Guide
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:
- Hunter's Mark (bonus action) → Attack twice with longbow → Gathered Swarm
- Attack twice with longbow → Gathered Swarm (if Hunter's Mark already active)
- Cast Faerie Fire or Spike Growth → Position yourself at range
- Attack twice → Use Gathered Swarm to move enemy or yourself
- 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)