Tl;dr - Playtesting Hunter's Mark as a level 1 Ranger class feature (not spell) that adds +1 to attack rolls (multiple instances don't stack) of the Ranger and their allies against the Marked creature (plus the advantage on tracking and studying rolls). Uses scale with Ranger level. Subclasses add benefits tied to Hunter's Mark.
Hunter's Mark has always failed for me, and apparently WotC based on how many redesigns it's seen in 5e24 UA, in terms of mechanics and matching the narrative it aims to replicate.
My assumptions and deductions about Hunter's Mark are:
A Ranger-unique feature/ability (or at very least works better when investing in Ranger)
Class Feature rather than spell
Uses/improvements scale with Ranger level
Compatible with all Ranger fighting styles
Can't use Bonus Action (compete with TWF)
Compatible with other Ranger abilities
Doesn't require Concentration
Fulfils the narrative fantasy of making Ranger's better at hunting their prey and isn't similar to other spells or features
Make it a group bonus to attack rolls, rather than a damage bonus similar to Hex
Lasts until Marked creature dies or feature used again
So far it's worked well for my group's Ranger and party. It's allowed the Ranger to fill an interesting expert martial support role. Against strong enemies they've massively appreciated the mini Bless which also tied into the narrative fantasy, helped by the duration not being limited. They properly felt like they could track down Marked creatures that had fled. The Ranger really enjoyed being able to explore the other Concentration spells available and not constantly having to sacrifice their Bonus Action to cast or move the Mark in combat.
I'm unsure how to improve/scale the feature. At the moment I've said number of uses = PB based on Ranger level, regaining 1 on a Short Rest (although that might be too good for a 1 level dip). Options for a higher level improvement:
Increase the bonus to +2 and/or higher (not my fav as it runs the danger of breaking bounded accuracy more than it already gets)
Increase crit chance against the Marked creature by the +1 (maybe save that as a Hunter subclass feature just for the Ranger?)
Allow 2 creatures to be Marked simultaneously
Foe Slayer applies the Wis mod of the Ranger to the attacks of all allies
Keen to know what people's thoughts are on the feature and how you would scale improvements or redesign subclass features to tie in.
Personally, I'd scale both the combat and non-combat features of the spell. e.g.
6th level - You always know the precise location of the marked creature if it is within 60 ft of you, the marked creature gains no benefits from Hiding or Invisibility against you.
11th level - You deal 1d6 additional damage to the marked creature. [Note: damage bonuses to all allies is extremely dangerous to give Rangers b/c they get Conjure Animals so can easily have 8 allies each making 2 attacks per turn].
17th level - You have unlimited uses of Hunter's Mark, but can only use it once on your turn.
Honestly, I think it might be okay for the feature to strain Bounded Accuracy a little bit considering this is like the One Thing Rangers do. I love the idea of a team attack bonus, and I think I would make the bonus equal to 1/2 Proficiency rounded down. That's kind of an arduous improvement curve (+1 at level 1, +2 at level 9, +3 level 17) so I'd implement other bonuses at levels 6 and 14 (where Favored Enemy improvements currently are) so the feature doesn't grow stale.
At level 6, I like the idea of improved tracking that Agilemind brought up, but I'd take it a step further:
-6th Level: While a creature with your Hunter's Mark is within 60 feet of you, you know its exact location and your attack rolls against it cannot take disadvantage by any means.
I'm torn on the level 14 feature; on the one hand, by level 14 a Ranger's damage has really fallen behind that of other martials, so you might want to try to patch that up with bonus damage against your marked target. On the other hand, dealing situational bonus damage on attacks kind of just makes you a bad Paladin? So I think sticking with a supportive function would be best. Here's one idea that is potentially very broken:
-14th Level: When you or another creature within 60 feet of you hits a creature with your Hunter's Mark with an attack, you can use your reaction to make the attack a Critical Hit. Once you use this feature, you can't use it again on the same creature unless it loses and regains your Hunter's Mark.
Now, that's potentially an insane damage boost, particularly if you have a Rogue or Paladin in your party, but I think I might be okay with that at 14th level. The Ranger's late game is kind of underwhelming, bogged down by highly situational features and a fairly weak capstone. I think they deserve one nice thing, and the ability to make the party Paladin automatically crit on a 5th level Smite should make everyone feel cool.
Tl;dr - Playtesting Hunter's Mark as a level 1 Ranger class feature (not spell) that adds +1 to attack rolls (multiple instances don't stack) of the Ranger and their allies against the Marked creature (plus the advantage on tracking and studying rolls). Uses scale with Ranger level. Subclasses add benefits tied to Hunter's Mark.
Hunter's Mark has always failed for me, and apparently WotC based on how many redesigns it's seen in 5e24 UA, in terms of mechanics and matching the narrative it aims to replicate.
My assumptions and deductions about Hunter's Mark are:
So far it's worked well for my group's Ranger and party. It's allowed the Ranger to fill an interesting expert martial support role. Against strong enemies they've massively appreciated the mini Bless which also tied into the narrative fantasy, helped by the duration not being limited. They properly felt like they could track down Marked creatures that had fled. The Ranger really enjoyed being able to explore the other Concentration spells available and not constantly having to sacrifice their Bonus Action to cast or move the Mark in combat.
I'm unsure how to improve/scale the feature. At the moment I've said number of uses = PB based on Ranger level, regaining 1 on a Short Rest (although that might be too good for a 1 level dip). Options for a higher level improvement:
Keen to know what people's thoughts are on the feature and how you would scale improvements or redesign subclass features to tie in.
Personally, I'd scale both the combat and non-combat features of the spell. e.g.
6th level - You always know the precise location of the marked creature if it is within 60 ft of you, the marked creature gains no benefits from Hiding or Invisibility against you.
11th level - You deal 1d6 additional damage to the marked creature. [Note: damage bonuses to all allies is extremely dangerous to give Rangers b/c they get Conjure Animals so can easily have 8 allies each making 2 attacks per turn].
17th level - You have unlimited uses of Hunter's Mark, but can only use it once on your turn.
Honestly, I think it might be okay for the feature to strain Bounded Accuracy a little bit considering this is like the One Thing Rangers do. I love the idea of a team attack bonus, and I think I would make the bonus equal to 1/2 Proficiency rounded down. That's kind of an arduous improvement curve (+1 at level 1, +2 at level 9, +3 level 17) so I'd implement other bonuses at levels 6 and 14 (where Favored Enemy improvements currently are) so the feature doesn't grow stale.
At level 6, I like the idea of improved tracking that Agilemind brought up, but I'd take it a step further:
-6th Level: While a creature with your Hunter's Mark is within 60 feet of you, you know its exact location and your attack rolls against it cannot take disadvantage by any means.
I'm torn on the level 14 feature; on the one hand, by level 14 a Ranger's damage has really fallen behind that of other martials, so you might want to try to patch that up with bonus damage against your marked target. On the other hand, dealing situational bonus damage on attacks kind of just makes you a bad Paladin? So I think sticking with a supportive function would be best. Here's one idea that is potentially very broken:
-14th Level: When you or another creature within 60 feet of you hits a creature with your Hunter's Mark with an attack, you can use your reaction to make the attack a Critical Hit. Once you use this feature, you can't use it again on the same creature unless it loses and regains your Hunter's Mark.
Now, that's potentially an insane damage boost, particularly if you have a Rogue or Paladin in your party, but I think I might be okay with that at 14th level. The Ranger's late game is kind of underwhelming, bogged down by highly situational features and a fairly weak capstone. I think they deserve one nice thing, and the ability to make the party Paladin automatically crit on a 5th level Smite should make everyone feel cool.