It's amazing how different a spell can be when you read the WHOLE description.
"You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours."
This last bit is the part I've been missing for years. Instead of burning a 1st-level spell every time I enter a new combat for the day, just cast Hunter's Mark at 3rd level (available at Ranger level 9) and it's good for the entire adventuring day as long as you don't want to concentrate on anything else! Sure, you need to use your first BA to mark the target but you'd have to do that to cast the spell anyway.
For a more combat-heavy build, this seems like a good trade-off to me.
The trade-off is that you might burn that 3rd level spell and then get hit and fail your concentration check the next round. If you're an archer and the DM rarely threatens you for standing far back and shooting, then it's great. If you're a melee ranger or the DM designs encounters to keep everyone on their toes, the loss of concentration becomes a very real threat. Especially because rangers have very little built-in support for maintaining concentration.
The trade-off is that you might burn that 3rd level spell and then get hit and fail your concentration check the next round. If you're an archer and the DM rarely threatens you for standing far back and shooting, then it's great. If you're a melee ranger or the DM designs encounters to keep everyone on their toes, the loss of concentration becomes a very real threat. Especially because rangers have very little built-in support for maintaining concentration.
This -- and not wanting to use your concentration for anything else can be a big 'if.' My ranger is one one two healers in the party, and the druid is often wildshaped, so if someone goes down I'm usually the one who has the ability to swoop in with Healing Spirit, or if we have to sneak to the Big Bad's lair and I'm providing Pass Without Trace. So yeah, if you think you're going to need to track someone all day, go for the high level, but keep in mind how it'll change your tactics.
By the way, Ranger spell list is one of the most efficient out there in terms of duration. If you keep your concentration up, you can make your spell slots yield a lot of value. To name a few:
Level 1
Fog Cloud (1h, concentration);
Goodberry (24h duration, non-concentration, it’s amazing for “rest cast”);
By the way, Ranger spell list is one of the most efficient out there in terms of duration. If you keep your concentration up, you can make your spell slots yield a lot of value. To name a few:
Level 1
Fog Cloud (1h, concentration);
Goodberry (24h duration, non-concentration, it’s amazing for “rest cast”);
Longstrider (1h, non-concentration).
I'm not familiar with the concept of 'rest-casting.' How does that work?
By the way, Ranger spell list is one of the most efficient out there in terms of duration. If you keep your concentration up, you can make your spell slots yield a lot of value. To name a few:
Level 1
Fog Cloud (1h, concentration);
Goodberry (24h duration, non-concentration, it’s amazing for “rest cast”);
Longstrider (1h, non-concentration).
I'm not familiar with the concept of 'rest-casting.' How does that work?
It's pretty much just using up whatever spell slots you have left right before long resting. Goodberry is one of the best spells for it, since it lasts for the entire next day, so you can use the berries whenever.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
My last ranger stopped casting HM and started using Summon Beast. McGruff was a vicious ankle biter. I also multiclassed as a Stars Druid to get the minimum roll of 10 on a conc save.
I found myself in a similar situation with a Warlock casting Hex, although they have the added benefit that they can actually take a short rest while still concentrating and get their spell slot back, so a Warlock can actually have Hex locked and loaded while still having all their spell slots... well, all 2 or 3 of them, but hey, it's something.
By the way, Ranger spell list is one of the most efficient out there in terms of duration. If you keep your concentration up, you can make your spell slots yield a lot of value. To name a few:
Level 1
Fog Cloud (1h, concentration);
Goodberry (24h duration, non-concentration, it’s amazing for “rest cast”);
Longstrider (1h, non-concentration).
I'm not familiar with the concept of 'rest-casting.' How does that work?
It's pretty much just using up whatever spell slots you have left right before long resting. Goodberry is one of the best spells for it, since it lasts for the entire next day, so you can use the berries whenever.
Precisely that. If you have an entire day of downtime before going into action, considering a level 5 Ranger, you are able to produce 60 berries out of your slots. For the sake comparison, an equivalent Paladin would have 25 pool in Lay on Hands. Goodberries can be shared across allies and minions, it’s not unusual to allow Familiars and Unseen Servants to administer the berries in fallen friends.
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It's amazing how different a spell can be when you read the WHOLE description.
"You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours."
This last bit is the part I've been missing for years. Instead of burning a 1st-level spell every time I enter a new combat for the day, just cast Hunter's Mark at 3rd level (available at Ranger level 9) and it's good for the entire adventuring day as long as you don't want to concentrate on anything else! Sure, you need to use your first BA to mark the target but you'd have to do that to cast the spell anyway.
For a more combat-heavy build, this seems like a good trade-off to me.
It is a great spell for combat and tracking a big bad boss to its lair where the loot is!
The trade-off is that you might burn that 3rd level spell and then get hit and fail your concentration check the next round. If you're an archer and the DM rarely threatens you for standing far back and shooting, then it's great. If you're a melee ranger or the DM designs encounters to keep everyone on their toes, the loss of concentration becomes a very real threat. Especially because rangers have very little built-in support for maintaining concentration.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
This -- and not wanting to use your concentration for anything else can be a big 'if.' My ranger is one one two healers in the party, and the druid is often wildshaped, so if someone goes down I'm usually the one who has the ability to swoop in with Healing Spirit, or if we have to sneak to the Big Bad's lair and I'm providing Pass Without Trace. So yeah, if you think you're going to need to track someone all day, go for the high level, but keep in mind how it'll change your tactics.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
By the way, Ranger spell list is one of the most efficient out there in terms of duration. If you keep your concentration up, you can make your spell slots yield a lot of value. To name a few:
I'm not familiar with the concept of 'rest-casting.' How does that work?
It's pretty much just using up whatever spell slots you have left right before long resting. Goodberry is one of the best spells for it, since it lasts for the entire next day, so you can use the berries whenever.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
My last ranger stopped casting HM and started using Summon Beast. McGruff was a vicious ankle biter. I also multiclassed as a Stars Druid to get the minimum roll of 10 on a conc save.
I found myself in a similar situation with a Warlock casting Hex, although they have the added benefit that they can actually take a short rest while still concentrating and get their spell slot back, so a Warlock can actually have Hex locked and loaded while still having all their spell slots... well, all 2 or 3 of them, but hey, it's something.
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Precisely that. If you have an entire day of downtime before going into action, considering a level 5 Ranger, you are able to produce 60 berries out of your slots. For the sake comparison, an equivalent Paladin would have 25 pool in Lay on Hands. Goodberries can be shared across allies and minions, it’s not unusual to allow Familiars and Unseen Servants to administer the berries in fallen friends.